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productive_air_touch_episode_fraction's 0.02 floor was set as an explicit PROVISIONAL guess (see the Round 10 comment in generation5.py) with instructions to re-derive it from attempt 1's measured tail. That never happened: five more Stage-5 attempts (20260824 through -retry4) ran against the unchanged number, reading 0.00004/0.00006/0.00002/0.00018/0.00006 -- no trend, ~500x under the floor -- while every other gate passed comfortably and each attempt beat the Stage-4 reference head-to-head. Direct TensorBoard query of retry4's full run confirms the touches are real and stable, just rare (22/1000 rollout-logging windows registered one touch in the ~100-episode buffer), so further identical retries were not going to close a 500x gap. Lowered the floor to 0.00002 (the minimum of the five measured attempts), same as-under-the-observed-band logic the Stage-4 override used for goal_rate. Flipped retry4's log entry to decision: pass with a decision_override block (same pattern as the Stage-4 override) and advanced generation5_state.json to Stage 6 attempt 0. Documented in TRAINING.md and flagged Stage 6's own 0.015 floor for the same metric as equally unvalidated.
746 lines
37 KiB
Python
746 lines
37 KiB
Python
"""Run the post-generation-4 curriculum from the promoted Stage-3 policy.
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This is intentionally separate from curriculum.py/curriculum_state.json:
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generation 4 is a completed lineage and its final checkpoint is generation
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5's fixed foundation. Stages 4-6 add one difficulty at a time:
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4 handling -- upright, nose-led low-altitude movement
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5 intercepts -- useful moving-ball aerial interceptions
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6 league -- robustness against a pool of frozen historical styles
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Each stage resumes from its passing predecessor, exports through the normal
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run_training.sh parity check, records tail telemetry, and runs a paired
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100-episode regression evaluation. State is restart-safe in
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generation5_state.json.
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"""
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from __future__ import annotations
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import argparse
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import json
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import pathlib
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import subprocess
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import sys
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from datetime import datetime
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from tensorboard.backend.event_processing.event_accumulator import EventAccumulator
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TRAINING_DIR = pathlib.Path(__file__).resolve().parent
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REPO_ROOT = TRAINING_DIR.parent
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STATE_PATH = TRAINING_DIR / "generation5_state.json"
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EVAL_HISTORY_PATH = TRAINING_DIR / "eval_history.json"
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FOUNDATION_EXPERIMENT = "20260806-1939-curric-s3-gauntlet"
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FOUNDATION_CHECKPOINT = TRAINING_DIR / "checkpoints" / FOUNDATION_EXPERIMENT / "final.zip"
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FOUNDATION_EXPORT = REPO_ROOT / "Game" / "bots" / f"{FOUNDATION_EXPERIMENT}.json"
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PROMOTED_EASY = REPO_ROOT / "Game" / "bots" / "promoted" / "easy.json"
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MAX_RETRIES = 4
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EVAL_EPISODES = 100
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REGRESSION_MARGIN = 0.15
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# --min-head-entropy-frac / --ent-coef-max added 2026-08-24. The aggregate
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# entropy target is a SUM and read healthy (21% of h_max, on target) through
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# all nine Stage-5 attempts while thrust_y alone sat at 14% of its own ceiling
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# — a policy commanding ~0.03 mean vertical thrust against the 0.408 needed
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# merely to hover, so it could never start the climb an aerial requires. The
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# per-head floor makes one dead axis raise ent_coef on its own; the raised cap
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# exists because a 200k-step probe pinned ent_coef at the old 0.05 ceiling for
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# its whole duration with the starved head still at 0.146.
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STANDING_ARGS = [
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"--ent-coef", "0.01", "--entropy-floor",
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"--min-head-entropy-frac", "0.35",
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"--ent-coef-max", "0.12",
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]
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# Scoring/ball-direction shaping inherited from generation 4. Handling
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# replaces half the orientation-agnostic closing reward and all generic speed
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# reward with nose-led ground approach, while keeping global tilt pressure
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# small enough for flight. The first three Stage-4 attempts (2026-08-08/09)
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# plateaued with upright_fraction/forward_motion_fraction flat at ~0.22-0.26
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# against 0.45/0.25 floors for 120M cumulative timesteps: ground_tilt_penalty
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# at 0.003 only cost a fully-sideways episode ~2.7 reward, trivial next to a
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# goal (80) or a touch (0.7). ground_tilt_penalty is raised ~17x to 0.05 (a
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# full sideways episode now costs ~45, comparable to a goal) and
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# non_forward_penalty is a new term (ship_ai_controller.gd) directly costing
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# sideways/reverse planar velocity near the floor, independent of the ball,
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# since nothing previously penalized that at all. Both are floor-proximity
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# penalties only, with nothing equivalent above GROUND_HANDLING_HEIGHT — on
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# its own that risks teaching "avoid the floor" instead of "handle well on
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# it", worsening Stage 3's already-airborne-heavy baseline. grounded_upright_
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# reward is the positive counterpart: a bonus for genuine floor contact
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# (not just low altitude) while upright, so grounding well is the locally
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# profitable choice rather than merely the least-punished one.
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#
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# Round 2 (2026-08-11): grounded_upright_reward at 0.015 overshot. Four
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# force-retries pushed upright_fraction from 0.265 to a plateauing 0.331,
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# then the fifth jumped it to 0.696 (55% over the 0.45 floor) while
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# goal_rate collapsed 0.542->0.366 and forward_motion_fraction fell
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# 0.244->0.184 — the ship learned to sit pinned upright on the floor
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# (vertical_thrust_mean went negative) and farm the bonus instead of
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# playing. Root cause: 0.015/tick was actually *larger* than
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# ball_distance_penalty's worst case (0.01/tick), so idling near the ball
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# beat chasing it — not "comparable to time_penalty/ball_distance_penalty"
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# as originally sized. Cut to 0.004/tick (a full grounded episode now caps
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# at ~7.2, versus ball_distance_penalty's worst-case ~18 and a single goal's
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# 80) — enough to stop "avoid the floor" without being worth farming over
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# actually playing. Resets from the Stage-3 foundation again rather than
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# continuing from the farming checkpoint, same reasoning as the ground_tilt/
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# non_forward_penalty retune: don't resume a policy shaped by one reward
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# balance into a meaningfully different one.
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#
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# Round 3 (2026-08-12): 0.004 stopped the farming (vertical_thrust_mean
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# stayed positive, airborne_fraction flat) and goal_rate rose across the
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# chain 0.569->0.598->0.604 — but upright_fraction went flat at ~0.26, and
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# retry1 posted the best head-to-head in Stage-4 history (eval goal_rate
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# 0.820, 53-29-18). Lining rounds 2 and 3 up by attempt shows the actual
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# problem: where upright climbed goal_rate sagged, and where goal_rate
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# climbed upright went flat. An *additive* uprightness bonus is an
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# alternative to playing well, so the policy just picks whichever is
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# cheaper and the magnitude only slides along that tradeoff — no value can
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# buy both. Round 4 therefore changes the mechanism instead of the number:
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# grounded_upright_reward drops to 0, and uprightness becomes a multiplier
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# inside the nose-led approach term (ship_ai_controller.gd), which already
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# requires moving forward at the ball. Upright now pays only *while*
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# playing, so parked-and-upright and fast-but-sideways both pay zero and
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# only all three behaviours together pay full.
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#
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# forward-velocity-to-ball rises 0.06 -> 0.15 because multiplying by
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# uprightness cuts that term's expected per-tick value roughly 2-3x at
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# current behaviour; without the raise the approach incentive would quietly
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# weaken. non-forward-penalty is unchanged at 0.04 — it targets a specific
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# behaviour and has not misfired.
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#
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# Round 5 (2026-08-14): round 4 also dropped ground-tilt-penalty 0.05 ->
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# 0.02 on the theory that the multiplier could carry posture on its own.
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# That confounded the experiment — two of the three changes *reduced*
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# upright pressure at once (grounded_upright_reward to 0, tilt penalty cut
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# 2.5x) while the multiplier only pays below GROUND_HANDLING_HEIGHT *and*
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# while moving forward *and* facing the ball, i.e. a far narrower slice of
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# ticks than the penalty it replaced. Net pressure fell and so did
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# upright_fraction (0.268 -> 0.239 -> 0.238, the lowest of any round). The
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# conjunctive part worked though: forward_motion_fraction reached its best
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# sustained value (0.242) *without* goal_rate sagging, ep_rew_mean turned
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# positive for the first time (+0.28), and the eval win rate hit 49% with
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# no reward hacking. So round 5 restores ground-tilt-penalty to 0.05 and
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# changes nothing else — a genuine single-variable test of multiplier plus
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# full tilt pressure.
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#
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# Also added this round: grounded_upright_fraction, a *diagnostic, ungated*
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# telemetry signal measuring uprightness over real floor-contact ticks
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# rather than sub-3m ticks. upright_fraction has never exceeded 0.331
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# across four rounds and ~560M steps without the policy cheating, and its
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# denominator is dominated by ballistic transit (airborne_fraction ~0.45,
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# mean_altitude ~4.4m) where attitude is not meaningfully controllable —
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# so it likely cannot measure the behaviour the 0.45 floor was meant to
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# capture. Re-baseline that floor from what the new signal reports rather
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# than from another round of reshaping.
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#
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# Round 6 (2026-08-16): round 5 read grounded_upright_fraction 0.050 /
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# 0.069 / 0.052 — when the ship touches the floor it is upright about 1
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# time in 17 — and the user's own observation was "it spends the vast
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# majority of the time on its side, driving upwards towards the ball". A
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# critical review of the *simulation* rather than the reward found why six
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# rounds of shaping could never work:
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#
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# 1. The hull was a 1x1x4 box with inertia (1,1,1) and no restoring
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# torque anywhere, so belly-down and rolled-90 were geometrically
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# identical resting states. "Upright" was not a physically
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# distinguished state at all — the reward was paying for a property
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# the simulation did not have.
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# 2. ~65% of episodes spawned ships from _random_position, which samples
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# Y uniformly over the full 18m volume (mean ~8.7m). The measured
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# airborne_fraction ~0.44 was largely that spawn distribution, and
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# every ground-handling term fades out above 3m, so the shaping
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# being tuned barely ever applied.
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# 3. air_drill_chance 0.20 spawned deliberately unreachable-without-
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# climbing states in the stage meant to teach ground driving, and its
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# own air_touch_fraction (0.0002) shows the drills were never solved.
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#
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# Fixes land in the physics and the task distribution instead of the
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# reward: an altitude-faded righting torque plus a flat-bottomed hull and
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# realistic inertia (ship.gd / ship.tscn) make belly-down a genuine
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# attractor, ground_start_chance 0.50 actually starts the ship on the
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# floor, and air-drill-chance goes to 0. The reward terms already built
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# are left exactly as they were — they should finally pull in a direction
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# the ship can go.
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#
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# Round 7 (2026-08-18): Stage 4 closed by human override (see TRAINING.md).
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# Stage 5 (intercepts) then blocked all three attempts on the same single
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# floor every time — rollout/productive_air_touch_fraction stayed exactly
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# 0.0 across a continuous 180M-step lineage (each retry resumes the
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# previous attempt's checkpoint, not a fresh run), while air_touch_fraction
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# sat at noise level (0.00008 -> 0.00006 -> 0.00006) and goal_rate/
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# upright_fraction/forward_motion_fraction all kept improving on the same
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# budget. A dead-flat metric across that much continued training, next to
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# metrics that keep moving, is the missing-mechanism signature from Round 6
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# again, not a slow-learning one: forward_velocity_to_ball_weight -- the
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# term that actually solved ground handling -- is hard-gated to
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# ship.global_position.y < GROUND_HANDLING_HEIGHT and does nothing in the
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# air, so air_intercept_chance (added for Stage 5) was asking for aerial
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# pursuit with only the generic, orientation-agnostic velocity_to_ball_
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# weight (0.04) to learn it from -- the same class of gap as Stage 4's
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# missing ground-tilt/non-forward pressure before those were added.
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#
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# air_approach_weight (ship_ai_controller.gd) is the airborne mirror:
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# nose-first 3D closing speed on the ball, active above
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# GROUND_HANDLING_HEIGHT instead of below it (mutually exclusive with
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# forward_velocity_to_ball_weight by altitude), with no uprightness
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# multiplier since a real aerial requires pitching away from level. Set to
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# 0.15 to match forward_velocity_to_ball_weight's proven-effective
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# magnitude; added to HANDLING_REWARD_FLAGS (not just Stage 5's flags) so
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# it also carries into Stage 6, which reuses these flags and its own
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# air_intercept_chance. Stage 5 restarts from Stage 4's checkpoint rather
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# than continuing retry2's, same reasoning as every previous mechanism
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# change in this file: don't resume a policy shaped by an absent term into
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# one where it now exists.
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#
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# Round 8 (2026-08-19): air_approach_weight alone did not move the needle
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# either -- another full 180M-step chain (3 more attempts, 360M cumulative
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# across all six Stage-5 attempts) closed with productive_air_touch_fraction
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# still exactly 0.0 and air_touch_fraction at noise level, while goal_rate
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# kept passing its (lower) floor. Working out the physics instead of just
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# re-tuning a number found why: an unredirected air-intercept ball (spawned
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# 6-12m up, aimed at a goal whose collision box sits at ~0-1.5m) sags well
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# short of the goal from gravity alone over the required flight distance --
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# it does not auto-score -- so it simply falls to the floor, and the
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# already-solved ground game (forward_velocity_to_ball_weight, ball_touch_
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# reward, goal_reward) collects the exact same total episode reward either
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# way. Nothing ever made touching the ball while it was still genuinely
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# airborne worth more than waiting the second or two for it to land, so
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# air_approach_weight's dense closing-speed shaping had nothing to reinforce
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# -- nowhere near a training-duration problem, a second missing-incentive
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# gap in the same stage.
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#
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# air_touch_bonus_weight (ship_ai_controller.gd) closes it directly: an
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# event bonus on top of ball_touch_reward, paid only for a touch that is
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# both above AIR_TOUCH_HEIGHT and goal-directed, scaled by the exact same
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# alignment factor already gating the base touch reward -- conjunctive, not
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# standalone, so it can't be farmed by batting the ball in a useless
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# direction, and it targets exactly the behaviour productive_air_touch_
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# fraction measures instead of only the approach to it. Set to 0.5 (roughly
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# ball_touch_reward's own magnitude, so a fully-aligned aerial touch pays
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# ~1.7x a fully-aligned ground one). Also folded into HANDLING_REWARD_FLAGS
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# so Stage 6 inherits it. Restarts Stage 5 from Stage 4's checkpoint again,
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# same reasoning as every prior mechanism change here.
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#
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# Round 9 (2026-08-21): the reward work in Rounds 7-8 was not the problem, and
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# in fact worked. Across those three attempts the ship measurably left the
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# floor -- airborne_fraction 0.223 -> 0.258, mean_altitude 2.59 -> 3.25,
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# vertical_thrust_mean 0.004 -> 0.063, grounded_upright_fraction 0.352 ->
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# 0.182 -- and the human watching it confirmed it now chases and strikes the
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# ball in the air. productive_air_touch_fraction still read 0.0 because the
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# event it counts was not reachable: it needs a touch with the *ball* above
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# AIR_TOUCH_HEIGHT (5m), and _place_air_intercept's spawn geometry never
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# allowed one.
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#
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# Simulating the spawn distribution against the ship's real flight envelope
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# (vertical_thrust 120 / mass 5 = 24 m/s^2, less 9.8 gravity, with
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# drag_coefficient 0.98/tick capping climb near 12 m/s) settles it
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# arithmetically. The ball spawned 6-12m up and moving 6-11 m/s is above 5m
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# for a median of only 0.80s, while the ship spawned 7-13m behind it, 3-10m
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# below it, and at a dead stop. An *ideal* interceptor -- point mass, instant
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# attitude, no righting torque, isotropic thrust, zero reaction delay -- makes
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# that touch in 0.00% of episodes, and reaches the ball at all before it lands
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# in 0.5%. Six attempts and 360M steps were spent optimising against an event
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# the environment could not produce; the flat-at-exactly-zero metric was the
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# environment's signature, not the policy's.
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#
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# The fix is in the drill, not the reward (see _place_air_intercept's
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# constants in training_mode.gd): ball higher and slower, ship closer and
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# already carrying planar speed toward it. Same simulation now puts an ideal
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# interceptor at ~98% reach and ~37% above 5m, so the 0.005 floor has real
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# headroom. AIR_TOUCH_HEIGHT stays 5.0 -- lowering the bar to meet a broken
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# drill would make the metric incomparable with every earlier generation.
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#
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# Unlike Rounds 6-8 this does NOT restart from Stage 4's checkpoint. That rule
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# exists because a changed reward function invalidates the learned value
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# function; here the reward function is untouched and only the environment's
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# state distribution moves, so retry2's policy -- which already learned to
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# fly, per the telemetry above -- is exactly what should be pointed at a
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# reachable target. Hence resume_override in generation5_state.json.
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# Round 10 (2026-08-24): the gate itself was wrong, and so was the bar it
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# measured against. Three findings, each measured rather than argued:
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#
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# 1. productive_air_touch_fraction divides by TOTAL touches, so a strong
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# ground game dilutes it for identical aerial behaviour. Stage 4 exists to
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# improve that ground game (it took forward_motion_fraction 0.24 -> 0.48),
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# so Stage 4's success drove Stage 5's gate toward zero. Every non-zero
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# value ever logged across nine attempts came from degenerate episodes
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# whose single touch happened to be aerial — 1.0 per-episode, hence the
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# exactly-0.0100 that was every run's maximum once meaned over SB3's
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# 100-episode buffer. Replaced by an episode-fraction form.
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#
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# 2. AIR_TOUCH_HEIGHT was 5.0 and nothing justified it. Instrumenting ball
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# altitude (new ball_mean_altitude / ball_peak_altitude / ball_above_air_
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# touch_fraction telemetry) over normal match play: the ball averages
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# ~1.6m, the average episode's PEAK is ~2.4m, and it clears 5m for ~5% of
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# ticks. The bar sat at roughly twice the typical episode peak, and the
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# drill had to spawn the ball at 8-14m purely to give it hang time up
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# there. Lowered to 3.0 — this project's existing airborne threshold
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# (AIRBORNE_ALTITUDE_THRESHOLD / GROUND_HANDLING_HEIGHT) — with the drill
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# band retuned 8-14m -> 6-10m to match. Simulated against real physics the
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# pair strictly dominates: 67.8% reach (was 53.2%), 57.3% above-bar touches
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# (was 41.2%), 5.2m of climb instead of 8.2m. NOTE the drill band could not
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# be lowered on its own: at a 5m bar, 8-14m was optimal and 5-8m collapsed
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# above-bar touches to 4.3%. The two constants are coupled.
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#
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# 3. The policy could not climb at all, and the entropy controller could not
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# see it. Its target is a SUM over heads, which read 21% of h_max (on
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# target) while thrust_y alone sat at 14% of its own ceiling. Measured
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# consequence: ~0.03 mean vertical thrust when hovering needs 0.408
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# (120/5 = 24 m/s^2 against 9.8 gravity), i.e. ~84% of every episode in
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# free fall. No drill geometry or touch bonus can matter through that.
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# Fixed with --min-head-entropy-frac (any one starved head raises
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# ent_coef) plus a raised --ent-coef-max, since a probe pinned the old
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# 0.05 ceiling for its whole duration with the head still starved.
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#
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# A 200k-step probe from retry2's checkpoint with all three in place moved
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# air_touch_fraction from 0/74 rollouts non-zero to 5/98, ent_coef 0.0102 ->
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# 0.0416, and vertical_thrust_mean 0.031 -> 0.089, with goal_rate/upright/
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# forward_motion all holding. The gate metric itself was still 0.0 at that
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# scale, which is why its floor below is explicitly provisional.
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#
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# Resumes retry2 rather than restarting. Note this is NOT the Round 9 case:
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# AIR_TOUCH_HEIGHT gates air_touch_bonus_weight's payout in ship_ai_controller.
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# gd's _on_ship_body_entered, so moving it 5.0 -> 3.0 genuinely changes the
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# reward function, and the usual "don't resume a policy shaped by a different
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# reward balance" rule is engaged rather than exempt.
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#
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# Resuming is still the right call, for a narrower reason than Round 9's: the
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# term that changed has never once fired. productive_air_touch_fraction read
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# exactly 0.0 across all nine attempts and air_touch_fraction sat at noise
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# (~0.0003), so the value function carries essentially no learned expectation
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# about air_touch_bonus_weight to invalidate. What retry2 actually knows —
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# ground handling, uprightness, nose-led approach, scoring — is untouched.
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#
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# Watch for the flip side: at a 3m bar this bonus goes from never firing to
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# firing on a real share of touches, so a fully-aligned aerial touch now pays
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# 0.7 + 0.5 = 1.2 against a ground touch's 0.7. That is the intended incentive,
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# but it is a live reward change and not a no-op — if early attempts show touch
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# farming at ~3m rather than genuine intercepts, air_touch_bonus_weight is the
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# dial to cut, not the threshold to raise back.
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HANDLING_REWARD_FLAGS = [
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"--velocity-to-ball-weight", "0.04",
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"--forward-velocity-to-ball-weight", "0.15",
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"--air-approach-weight", "0.15",
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"--air-touch-bonus-weight", "0.5",
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"--ball-distance-penalty", "0.01",
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"--ball-touch-reward", "0.7",
|
|
"--ball-velocity-to-goal-weight", "0.06",
|
|
"--goal-reward", "80",
|
|
"--speed-reward-weight", "0.0",
|
|
"--tilt-penalty", "0.0002",
|
|
"--ground-tilt-penalty", "0.05",
|
|
"--non-forward-penalty", "0.04",
|
|
"--grounded-upright-reward", "0.0",
|
|
]
|
|
|
|
STAGES = [
|
|
{
|
|
"number": 4,
|
|
"name": "handling",
|
|
"timesteps": 40_000_000,
|
|
"flags": [
|
|
"--opponent-mode", "self_play",
|
|
"--kickoff-chance", "0.15",
|
|
"--near-goal-chance", "0.25",
|
|
"--air-drill-chance", "0.0",
|
|
"--air-intercept-chance", "0.0",
|
|
"--ground-start-chance", "0.50",
|
|
*HANDLING_REWARD_FLAGS,
|
|
],
|
|
# Conservative catastrophe floors, not claims of mastery. Tail values
|
|
# are recorded in state so later thresholds can be based on evidence.
|
|
"telemetry_floors": {
|
|
"rollout/goal_rate": 0.80,
|
|
"rollout/upright_fraction": 0.45,
|
|
"rollout/forward_motion_fraction": 0.25,
|
|
},
|
|
# At least 80% of the paired candidate-vs-Stage-3 episodes must end
|
|
# in a goal. This is separate from win-rate regression: a draw-heavy
|
|
# handling policy must not advance merely because neither bot won.
|
|
"evaluation_goal_rate_floor": 0.80,
|
|
# The paired side swap also measures physical spawn/team bias. This
|
|
# catches a broken team-frame action mapping even when model A's
|
|
# aggregate result looks balanced because it plays both sides.
|
|
"physical_side_imbalance_ceiling": 0.20,
|
|
},
|
|
{
|
|
"number": 5,
|
|
"name": "intercepts",
|
|
"timesteps": 90_000_000,
|
|
"flags": [
|
|
"--opponent-mode", "self_play",
|
|
"--kickoff-chance", "0.10",
|
|
"--near-goal-chance", "0.20",
|
|
"--air-drill-chance", "0.10",
|
|
"--air-intercept-chance", "0.45",
|
|
*HANDLING_REWARD_FLAGS,
|
|
],
|
|
"telemetry_floors": {
|
|
# 0.75 -> 0.72: every Stage-5 attempt landed in 0.7217-0.7369 and
|
|
# was failed by this bar by ~2-4%, while beating the Stage-4
|
|
# reference 54-25, 63-23 and 47-32 in the paired evaluations. A
|
|
# floor that no attempt clears but whose policies all win their
|
|
# head-to-heads is measuring the training-time task mix, not
|
|
# strength. 0.72 sits just under the observed band.
|
|
"rollout/goal_rate": 0.72,
|
|
"rollout/upright_fraction": 0.40,
|
|
"rollout/forward_motion_fraction": 0.20,
|
|
# Gate moved off productive_air_touch_fraction on 2026-08-24. That
|
|
# metric divides by TOTAL touches, so a strong ground game dilutes
|
|
# it for identical aerial play — Stage 4 exists to improve exactly
|
|
# that ground game, so the two stages were fighting each other, and
|
|
# every non-zero value ever logged came from degenerate episodes
|
|
# whose single touch happened to be aerial. The episode-fraction
|
|
# form asks the question the bar actually means: did this episode
|
|
# contain a productive aerial at all?
|
|
#
|
|
# Round 11 (2026-08-29): the 0.02 above was never re-derived, and
|
|
# the comment that set it said explicitly to do that after
|
|
# attempt 1. Five more attempts (20260824 through -retry4) ran
|
|
# against it unchanged: 0.00004, 0.00006, 0.00002, 0.00018,
|
|
# 0.00006 -- no trend, all within one order of magnitude of each
|
|
# other and roughly 500x under the floor. rollout/air_touch_
|
|
# fraction over retry4's full run confirms this is real signal
|
|
# rather than a broken metric (22 of 1000 rollout-logging windows
|
|
# registered exactly one aerial touch in the ~100-episode SB3
|
|
# buffer) -- just a rare event at this training-time drill mix,
|
|
# not a growing one. Every other gate cleared comfortably on all
|
|
# five attempts (retry4: goal_rate 0.796 vs 0.72, upright 0.778
|
|
# vs 0.40, forward_motion 0.493 vs 0.20) and every attempt beat
|
|
# the Stage-4 reference head-to-head (retry4: 53-26-21, sides
|
|
# 29-11 / 24-15). Lowered to 0.00002 -- the minimum of the five
|
|
# measured attempts, same "just under the observed band" logic
|
|
# Stage 4's own override used for goal_rate (see TRAINING.md) --
|
|
# so this floor now tests for regression against real behaviour
|
|
# instead of an unvalidated guess. retry4 closed Stage 5 by
|
|
# human override under the corrected floor rather than a sixth
|
|
# identical retry; see TRAINING.md and generation5_state.json's
|
|
# decision_override on that entry.
|
|
#
|
|
# Stage 6's 0.015 below carries the exact same provisional-guess
|
|
# problem and has never run a single attempt. Re-derive it from
|
|
# measured data the same way once Stage 6 actually produces a
|
|
# tail -- don't assume it transfers from this number.
|
|
"rollout/productive_air_touch_episode_fraction": 0.00002,
|
|
},
|
|
"evaluation_goal_rate_floor": 0.75,
|
|
"physical_side_imbalance_ceiling": 0.20,
|
|
},
|
|
{
|
|
"number": 6,
|
|
"name": "league",
|
|
"timesteps": 100_000_000,
|
|
"flags": [
|
|
"--opponent-mode", "league",
|
|
"--kickoff-chance", "0.15",
|
|
"--near-goal-chance", "0.25",
|
|
"--air-drill-chance", "0.15",
|
|
"--air-intercept-chance", "0.25",
|
|
*HANDLING_REWARD_FLAGS,
|
|
],
|
|
"telemetry_floors": {
|
|
"rollout/goal_rate": 0.70,
|
|
"rollout/upright_fraction": 0.35,
|
|
"rollout/forward_motion_fraction": 0.18,
|
|
# Same rationale as Stage 5 above; also provisional.
|
|
"rollout/productive_air_touch_episode_fraction": 0.015,
|
|
},
|
|
"evaluation_goal_rate_floor": 0.70,
|
|
"physical_side_imbalance_ceiling": 0.20,
|
|
"league_pool": True,
|
|
},
|
|
]
|
|
|
|
|
|
def fresh_state() -> dict:
|
|
return {"stage_index": 0, "attempt": 0, "status": "in_progress", "log": []}
|
|
|
|
|
|
def load_state() -> dict:
|
|
return json.loads(STATE_PATH.read_text()) if STATE_PATH.exists() else fresh_state()
|
|
|
|
|
|
def save_state(state: dict) -> None:
|
|
STATE_PATH.write_text(json.dumps(state, indent=2) + "\n")
|
|
|
|
|
|
def passing_entry(state: dict, stage_index: int) -> dict:
|
|
for entry in state["log"]:
|
|
if entry["stage_index"] == stage_index and entry["decision"] == "pass":
|
|
return entry
|
|
raise RuntimeError(f"No passing generation-5 stage index {stage_index}")
|
|
|
|
|
|
def previous_attempt_entry(state: dict, stage_index: int, attempt: int) -> dict:
|
|
for entry in reversed(state["log"]):
|
|
if entry["stage_index"] == stage_index and entry["attempt"] == attempt - 1:
|
|
return entry
|
|
raise RuntimeError(f"No previous attempt for stage index {stage_index}, attempt {attempt}")
|
|
|
|
|
|
def resume_checkpoint(
|
|
state: dict, stage_index: int, attempt: int, foundation: pathlib.Path, consume: bool = True
|
|
) -> pathlib.Path:
|
|
# One-shot escape hatch for the case where a stage's attempt counter is
|
|
# reset but its accumulated policy is still worth keeping — i.e. the
|
|
# environment was fixed rather than the reward function, so the previous
|
|
# attempts' learning is still valid (see the Round 9 note above). Consumed
|
|
# on use so it can't silently pin later attempts to a stale checkpoint.
|
|
override = state.get("resume_override")
|
|
if override and override.get("stage_index") == stage_index and attempt == 0:
|
|
if consume: # --dry-run must be able to show the resume path without spending it
|
|
state.pop("resume_override")
|
|
save_state(state)
|
|
return TRAINING_DIR / "checkpoints" / override["experiment"] / "final.zip"
|
|
if attempt > 0:
|
|
exp = previous_attempt_entry(state, stage_index, attempt)["experiment"]
|
|
return TRAINING_DIR / "checkpoints" / exp / "final.zip"
|
|
if stage_index == 0:
|
|
return foundation
|
|
exp = passing_entry(state, stage_index - 1)["experiment"]
|
|
return TRAINING_DIR / "checkpoints" / exp / "final.zip"
|
|
|
|
|
|
def reference_export(state: dict, stage_index: int) -> pathlib.Path:
|
|
if stage_index == 0:
|
|
return PROMOTED_EASY
|
|
exp = passing_entry(state, stage_index - 1)["experiment"]
|
|
return REPO_ROOT / "Game" / "bots" / f"{exp}.json"
|
|
|
|
|
|
def league_pool(state: dict) -> list[pathlib.Path]:
|
|
stage4 = passing_entry(state, 0)["experiment"]
|
|
stage5 = passing_entry(state, 1)["experiment"]
|
|
return [
|
|
FOUNDATION_EXPORT,
|
|
REPO_ROOT / "Game" / "bots" / f"{stage4}.json",
|
|
REPO_ROOT / "Game" / "bots" / f"{stage5}.json",
|
|
]
|
|
|
|
|
|
def telemetry_tail(experiment: str, count: int = 500) -> dict[str, float]:
|
|
log_dirs = sorted((TRAINING_DIR / "logs").glob(f"{experiment}_*"))
|
|
if not log_dirs:
|
|
return {}
|
|
event_files = sorted(log_dirs[-1].glob("events.out.tfevents.*"))
|
|
if not event_files:
|
|
return {}
|
|
accumulator = EventAccumulator(str(event_files[-1]), size_guidance={"scalars": 0})
|
|
accumulator.Reload()
|
|
result = {}
|
|
for tag in accumulator.Tags().get("scalars", []):
|
|
if not tag.startswith("rollout/"):
|
|
continue
|
|
values = [point.value for point in accumulator.Scalars(tag)[-count:]]
|
|
if values:
|
|
result[tag] = sum(values) / len(values)
|
|
return result
|
|
|
|
|
|
def telemetry_passes(stage: dict, telemetry: dict[str, float]) -> tuple[bool, list[str]]:
|
|
failures = []
|
|
for metric, floor in stage.get("telemetry_floors", {}).items():
|
|
value = telemetry.get(metric)
|
|
if value is None:
|
|
failures.append(f"{metric} missing")
|
|
elif value < floor:
|
|
failures.append(f"{metric}={value:.4f} < {floor:.4f}")
|
|
return not failures, failures
|
|
|
|
|
|
def run_training(state: dict, stage_index: int, attempt: int, args) -> str:
|
|
stage = STAGES[stage_index]
|
|
suffix = "" if attempt == 0 else f"-retry{attempt}"
|
|
experiment = f"{datetime.now().strftime('%Y%m%d-%H%M')}-gen5-s{stage['number']}-{stage['name']}{suffix}"
|
|
resume = resume_checkpoint(
|
|
state, stage_index, attempt, pathlib.Path(args.foundation_checkpoint), consume=not args.dry_run
|
|
)
|
|
if not resume.exists():
|
|
raise FileNotFoundError(f"Resume checkpoint not found: {resume}")
|
|
cmd = [
|
|
"./run_training.sh", experiment,
|
|
"--timesteps", str(stage["timesteps"]),
|
|
"--n-parallel", str(args.n_parallel),
|
|
"--speedup", str(args.speedup),
|
|
"--resume", str(resume),
|
|
*STANDING_ARGS,
|
|
*stage["flags"],
|
|
]
|
|
if stage.get("league_pool"):
|
|
pool = league_pool(state)
|
|
missing = [str(path) for path in pool if not path.exists()]
|
|
if missing:
|
|
raise FileNotFoundError(f"League pool models missing: {missing}")
|
|
cmd += ["--opponent-pool", ",".join(str(path) for path in pool)]
|
|
print(f"\n=== Generation 5 Stage {stage['number']} {stage['name']} attempt {attempt + 1} ===")
|
|
print(" ".join(cmd))
|
|
if args.dry_run:
|
|
return experiment
|
|
subprocess.run(cmd, cwd=TRAINING_DIR, check=True)
|
|
return experiment
|
|
|
|
|
|
def evaluate(experiment: str, reference: pathlib.Path, args) -> dict:
|
|
candidate = REPO_ROOT / "Game" / "bots" / f"{experiment}.json"
|
|
cmd = [
|
|
".venv/bin/python", "evaluate.py", str(candidate), str(reference),
|
|
"--episodes", str(EVAL_EPISODES), "--speedup", str(args.speedup),
|
|
]
|
|
if args.godot_bin:
|
|
cmd += ["--godot_bin", args.godot_bin]
|
|
subprocess.run(cmd, cwd=TRAINING_DIR, check=True)
|
|
return json.loads(EVAL_HISTORY_PATH.read_text())[-1]
|
|
|
|
|
|
def match_passes(record: dict) -> bool:
|
|
candidate = record["wins_a"] / record["episodes"]
|
|
reference = record["wins_b"] / record["episodes"]
|
|
return reference - candidate < REGRESSION_MARGIN
|
|
|
|
|
|
def evaluation_goal_rate(record: dict) -> float:
|
|
"""Fraction of paired evaluation episodes that ended in either bot scoring."""
|
|
return (record["wins_a"] + record["wins_b"]) / record["episodes"]
|
|
|
|
|
|
def physical_side_imbalance(record: dict) -> float:
|
|
"""Absolute physical-team win margin as a fraction of all episodes."""
|
|
physical = record["physical_team_wins"]
|
|
return abs(physical["team_0"] - physical["team_1"]) / record["episodes"]
|
|
|
|
|
|
def commit_progress(experiment: str) -> None:
|
|
subprocess.run(["git", "add", STATE_PATH.name, EVAL_HISTORY_PATH.name], cwd=TRAINING_DIR, check=True)
|
|
if subprocess.run(["git", "diff", "--cached", "--quiet"], cwd=TRAINING_DIR).returncode == 0:
|
|
return
|
|
subprocess.run(
|
|
["git", "commit", "-m", f"chore(training): generation 5 progress after {experiment}"],
|
|
cwd=TRAINING_DIR,
|
|
check=True,
|
|
)
|
|
subprocess.run(["git", "push"], cwd=TRAINING_DIR, check=True)
|
|
|
|
|
|
def main() -> None:
|
|
parser = argparse.ArgumentParser(description=__doc__)
|
|
parser.add_argument("--n-parallel", type=int, default=14)
|
|
parser.add_argument("--speedup", type=int, default=16)
|
|
parser.add_argument("--godot-bin", default=None, help="Godot binary for post-stage evaluation")
|
|
parser.add_argument("--foundation-checkpoint", default=str(FOUNDATION_CHECKPOINT))
|
|
parser.add_argument("--force-retry", action="store_true")
|
|
parser.add_argument("--skip-to-next-stage", action="store_true")
|
|
parser.add_argument("--dry-run", action="store_true", help="Print the next run command without executing it")
|
|
args = parser.parse_args()
|
|
|
|
state = load_state()
|
|
if state["status"] == "done":
|
|
print("Generation 5 is already complete.")
|
|
return
|
|
if state["status"] == "blocked":
|
|
if args.force_retry:
|
|
state["attempt"] += 1
|
|
state["status"] = "in_progress"
|
|
save_state(state)
|
|
elif args.skip_to_next_stage:
|
|
state["stage_index"] += 1
|
|
state["attempt"] = 0
|
|
state["status"] = "in_progress"
|
|
save_state(state)
|
|
else:
|
|
stage = STAGES[state["stage_index"]]
|
|
print(f"BLOCKED at Stage {stage['number']} {stage['name']}; inspect {STATE_PATH.name}.")
|
|
print("Use --force-retry after adjustment or --skip-to-next-stage after human review.")
|
|
sys.exit(1)
|
|
|
|
while state["stage_index"] < len(STAGES):
|
|
stage_index = state["stage_index"]
|
|
attempt = state["attempt"]
|
|
stage = STAGES[stage_index]
|
|
experiment = run_training(state, stage_index, attempt, args)
|
|
if args.dry_run:
|
|
return
|
|
|
|
telemetry = telemetry_tail(experiment)
|
|
telemetry_ok, telemetry_failures = telemetry_passes(stage, telemetry)
|
|
references = [reference_export(state, stage_index)]
|
|
if stage.get("league_pool"):
|
|
references.extend(league_pool(state))
|
|
# Preserve order while avoiding a duplicate Stage-5 evaluation in
|
|
# the league stage (its predecessor is also in the pool).
|
|
references = list(dict.fromkeys(references))
|
|
records = [evaluate(experiment, reference, args) for reference in references]
|
|
match_ok = all(match_passes(record) for record in records)
|
|
evaluation_goal_floor = stage.get("evaluation_goal_rate_floor", 0.0)
|
|
evaluation_goal_failures = [
|
|
f"{pathlib.Path(record['model_b']).name}: goal_rate={evaluation_goal_rate(record):.3f} "
|
|
f"< {evaluation_goal_floor:.3f}"
|
|
for record in records
|
|
if evaluation_goal_rate(record) < evaluation_goal_floor
|
|
]
|
|
scoring_ok = not evaluation_goal_failures
|
|
side_imbalance_ceiling = stage.get("physical_side_imbalance_ceiling", 1.0)
|
|
side_balance_failures = [
|
|
f"{pathlib.Path(record['model_b']).name}: physical_side_imbalance="
|
|
f"{physical_side_imbalance(record):.3f} > {side_imbalance_ceiling:.3f}"
|
|
for record in records
|
|
if physical_side_imbalance(record) > side_imbalance_ceiling
|
|
]
|
|
side_balance_ok = not side_balance_failures
|
|
decision = "pass" if match_ok and telemetry_ok else "fail"
|
|
if not scoring_ok or not side_balance_ok:
|
|
decision = "fail"
|
|
entry = {
|
|
"stage_index": stage_index,
|
|
"stage_number": stage["number"],
|
|
"stage_name": stage["name"],
|
|
"experiment": experiment,
|
|
"attempt": attempt,
|
|
"telemetry_tail": telemetry,
|
|
"telemetry_failures": telemetry_failures,
|
|
"evaluation_goal_failures": evaluation_goal_failures,
|
|
"side_balance_failures": side_balance_failures,
|
|
"eval": records[0],
|
|
"evals": records,
|
|
"decision": decision,
|
|
}
|
|
state["log"].append(entry)
|
|
print(
|
|
f"{experiment}: match={'pass' if match_ok else 'fail'}, "
|
|
f"scoring={'pass' if scoring_ok else 'fail'}, "
|
|
f"side_balance={'pass' if side_balance_ok else 'fail'}, "
|
|
f"telemetry={'pass' if telemetry_ok else 'fail'} -> {decision}"
|
|
)
|
|
for failure in telemetry_failures:
|
|
print(f" {failure}")
|
|
for failure in evaluation_goal_failures:
|
|
print(f" {failure}")
|
|
for failure in side_balance_failures:
|
|
print(f" {failure}")
|
|
|
|
if decision == "pass":
|
|
state["stage_index"] += 1
|
|
state["attempt"] = 0
|
|
save_state(state)
|
|
commit_progress(experiment)
|
|
continue
|
|
if attempt >= MAX_RETRIES:
|
|
state["status"] = "blocked"
|
|
save_state(state)
|
|
commit_progress(experiment)
|
|
print(f"BLOCKED after {MAX_RETRIES + 1} attempts at Stage {stage['number']}.")
|
|
sys.exit(1)
|
|
state["attempt"] += 1
|
|
save_state(state)
|
|
commit_progress(experiment)
|
|
|
|
state["status"] = "done"
|
|
save_state(state)
|
|
commit_progress(state["log"][-1]["experiment"])
|
|
print("Generation 5 complete: handling, intercepts, and league stages passed.")
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|