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314 lines
15 KiB
GDScript
314 lines
15 KiB
GDScript
class_name ShipAIController
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extends AIController3D
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# Training-side bridge between godot_rl_agents and a ship. This is the only
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# class that touches plugin types (AIController3D / the Sync node protocol) —
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# everything else stays behind the ShipController seam: actions received from
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# the trainer are written into an RLShipController, which the ship pulls like
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# any other controller.
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#
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# Action space/layout is owned by ShipActionCodec (get_action_space/
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# set_action just delegate to it) — see that file for the per-axis
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# MultiDiscrete design and why. ShipAction axes are ship-local (body frame),
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# so they need no team mirroring — only observations do (see
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# ShipObservations.canon).
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# Reward shaping weights. Dense terms accrue per physics tick (60 sim-ticks
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# per sim-second); event terms fire once. Exported so tuning needs no code
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# edits. Goal rewards are added by TrainingMode, which owns goal events.
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@export var ball_touch_reward := 0.4
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# Ball touches pay out at most once per this many physics ticks (1 sim-
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# second at 60). Run07 lesson: body_entered re-fires on every micro-
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# separation, so pinning the ball against a surface farmed ~2 touches/s —
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# outearning every other term while the goal rate fell. The cooldown keeps
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# touches a stepping-stone signal instead of the objective. Halved again
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# after run01-vs-run02 eval (training/eval_history.json) came back 87.5%
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# draws: even at 1 touch/s, a full episode's worth of touches could still
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# outweigh TrainingMode's goal_reward, so scoring and ending the episode
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# early was never worth it. See goal_reward's comment for the other half of
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# this fix.
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@export var ball_touch_cooldown_ticks := 60
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# A touch pays out scaled by how goal-directed it was — full ball_touch_reward
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# when the post-touch ball velocity points straight at the attack goal, down
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# to this floor when it doesn't (0 = only goal-directed touches pay at all).
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# Without this, any contact paid the same regardless of direction, so batting
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# the ball anywhere counted the same as an actual shot on goal — reinforcing
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# possession, not scoring. The floor keeps a purely defensive touch (e.g.
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# clearing a shot away from your own goal) worth something as a stepping
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# stone, matching ball_touch_cooldown_ticks's existing "stepping-stone, not
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# the objective" framing.
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@export_range(0.0, 1.0) var ball_touch_direction_floor := 0.3
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@export var velocity_to_ball_weight := 0.02
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@export var ball_velocity_to_goal_weight := 0.004
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# Per-tick penalty scaled by distance to the ball (full value at the arena's
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# far diagonal, 0 on top of the ball). Run04 lesson: with idling worth a flat
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# 0, camping in a corner strictly dominated risking the wall/tilt penalties
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# to chase the ball — this makes "do nothing far from the ball" the worst
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# option instead of the safest. A penalty, not a proximity bonus, so orbiting
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# the ball farms nothing.
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@export var ball_distance_penalty := 0.002
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# Per-tick penalty while pressed against a side wall, end wall, or the
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# ceiling — NOT the floor (run03 lesson: taxing floor contact punishes the
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# ship's natural low flight and drowns every other signal). At 60 ticks per
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# sim-second this is -0.15/s. Halved for run05: the ball lives near walls,
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# and the old -0.3/s made the productive region of the pitch aversive
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# relative to the (then far weaker) ball-seeking shaping.
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@export var wall_contact_penalty := 0.0025
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# Per-tick penalty for not being upright, scaled by tilt: 0 when flat, full
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# value when inverted. A penalty rather than an upright bonus so a flat, idle
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# ship farms nothing. Lowered 4x for curriculum generation 4 (was 0.002,
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# -0.12/s): a genuine aerial approach to a high ball requires pitching, and
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# the old value quietly opposed the exact behaviour generation 4 is trying
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# to teach. Not removed outright — an always-inverted bot still looks bad in
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# a shipped game.
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@export var tilt_penalty := 0.0005
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# Per-tick bonus for own speed: 0 stationary, full value (+0.24/s) at
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# max_speed. Run07 lesson: after the kickoff flurry both ships parked next to
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# a cornered ball — with every other dense term near zero there, standing
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# still was a rest state. Sized well below velocity_to_ball_weight so flying
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# fast toward the ball still beats flying fast anywhere else.
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@export var speed_reward_weight := 0.004
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# Flat per-tick cost (-0.06/s, -1.8 over a full 30s episode) applied
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# regardless of position or behaviour. Every other dense term can be farmed
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# indefinitely by an episode that never ends in a goal; this one can't — it
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# only stops accruing once the episode does, via a goal or the timeout. That
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# makes running the clock out strictly worse than scoring as soon as a
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# chance appears, instead of a free way to keep collecting dense reward.
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@export var time_penalty := 0.001
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# Per-tick penalty scaled by height above the floor (0 on the floor, full
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# value at the arena's ceiling) — distinct from the locomotion mask, which
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# only discards *thrust*-driven vertical/pitch-roll input; a masked ship can
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# still be launched airborne by collisions (ball impacts, ship-vs-ship
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# knockback, the wall/ceiling surface-pull field), and nothing previously
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# penalized time spent up there. Default 0 (off) so ordinary runs are
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# unaffected; the floor-lock curriculum stage turns it on.
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@export var airborne_penalty := 0.0
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# Height above which a touch counts toward air_touch_fraction telemetry
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# (see get_info) — not a reward term itself, see set_action/get_info's
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# comments on why generation 4 deliberately does not add a standalone
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# air-touch reward.
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const AIR_TOUCH_HEIGHT := 5.0
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# Contact normals with y above this are floor contact (exempt from the wall
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# penalty); below it they read as wall (sideways) or ceiling (downward).
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# Mirrors ShipObservations.FLOOR_NORMAL_MIN_Y (see that file's comment).
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const FLOOR_NORMAL_MIN_Y := 0.7
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# Longest possible ship-to-ball separation: the enclosure's interior diagonal.
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# Normalizes ball_distance_penalty so its export is the worst-case per-tick cost.
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const MAX_BALL_DISTANCE := sqrt(
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(2.0 * ArenaBoundary.INNER_HALF_X) ** 2
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+ (2.0 * ArenaBoundary.INNER_HALF_Z) ** 2
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+ ArenaBoundary.INNER_HEIGHT ** 2
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)
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var ship: Ship
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var rl_controller: RLShipController
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var ball: RigidBody3D
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var teammates: Array[Ship] = []
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var opponents: Array[Ship] = []
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var attack_goal_position: Vector3
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# Set directly by TrainingMode (_on_goal_scored / the timeout branch in
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# _physics_process) at the same time as `done = true`. Deliberately NOT
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# cleared in reset(): TrainingMode's _reset_episode() (which calls reset())
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# runs synchronously, immediately after done is set, before the Sync node
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# ever reads get_info()/get_done() for that terminal tick — clearing it here
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# would wipe the value that read needs. Both call sites always overwrite
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# (true on goal, false on timeout) rather than toggle, so no reset is needed.
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var goal_scored_this_episode := false
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# Set only in the timeout branch (TrainingMode._physics_process), never on a
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# goal — a goal is a genuine terminal (V(s)=0 is correct there); a timeout
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# is an artificial episode boundary the value function should be bootstrapped
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# through instead (see get_info). Same "always overwritten by both call
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# sites, never cleared in reset()" pattern as goal_scored_this_episode above,
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# for the same reason.
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var truncated_this_episode := false
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var terminal_obs: Array = []
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var _ticks_since_ball_touch := 1 << 30 # large so the first touch always pays
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# Flight telemetry (see get_info) — leading indicators for whether the
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# policy is actually using its vertical/pitch-roll authority, visible from
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# the first rollout instead of only in a win-rate number measured a full
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# training run later. Accumulated per-tick, reset() zeroes them each episode;
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# get_info() reports the running fraction/mean so the *final* tick of an
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# episode (the one VecMonitor's info_keywords captures) holds the whole
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# episode's aggregate.
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const AIRBORNE_ALTITUDE_THRESHOLD := 3.0
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var _telemetry_ticks := 0
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var _airborne_ticks := 0
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var _altitude_sum := 0.0
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var _thrust_y_sum := 0.0
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var _touches := 0
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var _air_touches := 0
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# Wire up references after the ship is spawned. `attack_goal` is the goal
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# this ship scores into (goal.team == the opposing team's team).
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func setup(
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p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D,
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p_teammates: Array[Ship], p_opponents: Array[Ship], p_attack_goal_position: Vector3
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) -> void:
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ship = p_ship
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rl_controller = p_rl_controller
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ball = p_ball
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teammates = p_teammates
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opponents = p_opponents
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attack_goal_position = p_attack_goal_position
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init(ship)
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# ship.contact_monitor is on unconditionally (see ship.gd) since
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# ShipObservations now reads it for every ship, not just training agents.
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ship.body_entered.connect(_on_ship_body_entered)
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func get_obs() -> Dictionary:
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return {"obs": ShipObservations.build(ship, teammates, opponents, ball, attack_goal_position)}
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func get_reward() -> float:
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return reward
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# Symmetric across both self-play agents. "goal_scored": whether this
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# episode ended in a goal at all (not which team) — a clean "goal rate"
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# signal distinct from rollout/ep_rew_mean, which mixes this with dense
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# shaping (ball chasing/touching); see train.py's GoalRateCallback.
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# "truncated"/"terminal_obs": only present on a timeout tick — remapped by
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# cosmic_env.py into SB3's expected "TimeLimit.truncated"/
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# "terminal_observation" keys so PPO bootstraps V(s) through episode
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# timeouts instead of treating every 30s draw as a true terminal state (a
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# real, previously-unnoticed bug independent of the action-space work — see
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# TRAINING.md). Flight telemetry fields are leading indicators for
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# generation 4's core hypothesis (see train.py's FlightTelemetryCallback).
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func get_info() -> Dictionary:
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# The four telemetry keys must ALWAYS be present (not just when their
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# denominator is nonzero) — VecMonitor's info_keywords does a bare
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# info[key] lookup on whatever info dict is attached to a completed
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# episode's terminal step (see train.py's VecMonitor(...,
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# info_keywords=(...))) and raises KeyError, crashing the whole training
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# run, if a key is ever missing. 0.0 is a reasonable default for "no
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# touches/no ticks yet" (in practice _telemetry_ticks is >0 by the time
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# any episode ends; _touches often legitimately is 0).
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var info := {"goal_scored": goal_scored_this_episode}
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if truncated_this_episode:
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info["truncated"] = true
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info["terminal_obs"] = terminal_obs
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info["airborne_fraction"] = float(_airborne_ticks) / _telemetry_ticks if _telemetry_ticks > 0 else 0.0
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info["mean_altitude"] = _altitude_sum / _telemetry_ticks if _telemetry_ticks > 0 else 0.0
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info["vertical_thrust_mean"] = _thrust_y_sum / _telemetry_ticks if _telemetry_ticks > 0 else 0.0
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info["air_touch_fraction"] = float(_air_touches) / _touches if _touches > 0 else 0.0
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return info
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func get_action_space() -> Dictionary:
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return ShipActionCodec.action_space_dict()
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func set_action(action) -> void:
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rl_controller.action = ShipActionCodec.apply_team_frame(
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ShipActionCodec.from_indices(action), ship.team
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)
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func reset():
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super()
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_ticks_since_ball_touch = 1 << 30
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_telemetry_ticks = 0
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_airborne_ticks = 0
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_altitude_sum = 0.0
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_thrust_y_sum = 0.0
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_touches = 0
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_air_touches = 0
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func _physics_process(delta):
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super(delta)
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if not is_instance_valid(ship) or not is_instance_valid(ball):
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return
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_ticks_since_ball_touch += 1
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# Flat time cost — see time_penalty.
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reward -= time_penalty
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# Dense shaping: own velocity toward the ball
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var to_ball := ball.global_position - ship.global_position
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if to_ball.length_squared() > 0.0001:
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var closing_speed := ship.linear_velocity.dot(to_ball.normalized())
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reward += velocity_to_ball_weight * closing_speed / ship.max_speed
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# Dense penalty: distance to the ball, so idling far away bleeds reward
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# instead of scoring a safe zero (see ball_distance_penalty).
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if ball_distance_penalty > 0.0:
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reward -= ball_distance_penalty * to_ball.length() / MAX_BALL_DISTANCE
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# Dense bonus: own speed, so hovering in place is never a rest state
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# (see speed_reward_weight).
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if speed_reward_weight > 0.0:
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reward += speed_reward_weight * ship.linear_velocity.length() / ship.max_speed
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# Dense shaping: ball velocity toward the goal we attack
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var ball_to_goal := attack_goal_position - ball.global_position
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if ball_to_goal.length_squared() > 0.0001:
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var ball_progress := ball.linear_velocity.dot(ball_to_goal.normalized())
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reward += ball_velocity_to_goal_weight * ball_progress / ShipObservations.BALL_SPEED_SCALE
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# Dense penalty: every tick spent pressed against a wall or the ceiling
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# (contact monitoring is already on for the ball-touch reward). Ships
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# bumping each other, the ball, or the floor is fine. The boundary is one
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# body, so the contact normal tells us which surface: floor contact
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# pushes the ship up (+Y), walls push sideways, the ceiling down.
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if wall_contact_penalty > 0.0 and _wall_or_ceiling_contact():
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reward -= wall_contact_penalty
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# Dense penalty: tilt away from upright (0 flat, max when inverted) —
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# discourages ending up on a side or roof without rewarding idleness.
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if tilt_penalty > 0.0:
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var uprightness: float = ship.global_transform.basis.y.dot(Vector3.UP)
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reward -= tilt_penalty * (1.0 - uprightness) * 0.5
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# Dense penalty: height above the floor (see airborne_penalty). The
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# floor sits at world y = 0 (see training_mode.gd's FIELD_MIN_Y/
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# _escaped bounds); normalized so the worst case is pinned at the
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# ceiling.
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if airborne_penalty > 0.0:
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var height := maxf(ship.global_position.y, 0.0)
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reward -= airborne_penalty * height / ArenaBoundary.INNER_HEIGHT
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# Flight telemetry accumulation (see get_info) — not reward, just
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# observation of what the policy is actually doing this tick.
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_telemetry_ticks += 1
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_altitude_sum += ship.global_position.y
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if ship.global_position.y > AIRBORNE_ALTITUDE_THRESHOLD:
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_airborne_ticks += 1
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_thrust_y_sum += rl_controller.action.thrust.y
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func _wall_or_ceiling_contact() -> bool:
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return ShipObservations.contact_normal(ship) != Vector3.ZERO
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func _on_ship_body_entered(body: Node) -> void:
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if not body.is_in_group("ball") or _ticks_since_ball_touch < ball_touch_cooldown_ticks:
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return
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# Contact-signal ordering means ball.linear_velocity here already reflects
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# the collision impulse from this touch, not the pre-touch velocity.
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var alignment := 0.0
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var to_goal := attack_goal_position - ball.global_position
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if to_goal.length_squared() > 0.0001 and ball.linear_velocity.length_squared() > 0.0001:
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alignment = clampf(ball.linear_velocity.normalized().dot(to_goal.normalized()), 0.0, 1.0)
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reward += ball_touch_reward * lerpf(ball_touch_direction_floor, 1.0, alignment)
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_ticks_since_ball_touch = 0
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# Telemetry only (see get_info's air_touch_fraction) — not a reward term.
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# Generation 4 deliberately doesn't reward high touches directly (see
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# TRAINING.md's "why no air-touch reward" note); this just measures
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# whether the air-drill state setter is producing genuine aerial
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# contests, so a future decision to add one is data-driven.
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_touches += 1
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if ball.global_position.y > AIR_TOUCH_HEIGHT:
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_air_touches += 1
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