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2.6 KiB
2.6 KiB
TODO
Deferred work, in rough priority order. The current architecture (ShipAction/ShipController seam, Arena/GameMode split, code-driven spawning, group-tagged ball/goals) was chosen specifically so these bolt on without rework.
AI opponent (reinforcement learning)
The training pipeline is built — see TRAINING.md (self-play PPO via the vendored godot_rl_agents bridge, JSON policy export, in-game GDScript inference, eval ladder). Remaining:
- Long training runs on the Linux/3090 box to produce actually-good bots; promote checkpoints into
Game/bots/aseasy/medium/hardtiers. - Frozen-opponent league: train the live policy against a pool of past exported checkpoints (via
AIShipControlleron the opponent ship in TrainingMode) to prevent self-play strategy collapse on long runs. - Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows.
- Main-menu difficulty picker (Match already takes
bot_model_path/bot_reaction_ticks/bot_action_noiseexports). - Optional: exported headless Linux build for faster parallel training instances (train.py currently runs the project from source, which is fine but re-parses scripts per instance).
Match mode polish
- Kickoff countdown (3-2-1) before play starts and after each goal, instead of instant reset.
- HUD scoreboard widget consuming the existing
score_changedsignal. - Results screen on timer expiry (winner, final score) instead of dumping straight back to the main menu.
- Overtime / golden-goal rule on a draw.
Multiplayer (long term)
RemoteShipController extends ShipController— feeds replicatedShipActions from a network peer into the local ship simulation.- Networked
GameModesubclass: per-peer ship spawning (MultiplayerSpawner or custom), authoritative server for ball/score. - C# backend / online servers per README roadmap (not started).
- Possible v0.2 split-screen: spawn one
ship_camera_rig+ viewport per local player (camera is already outside the ship scene to allow this).
General
- No autoloads yet by design — add a singleton only when cross-scene state is actually needed (e.g. passing match settings/results between menu, match, and results screens).
- More arenas:
arena_01.tscnis the template — an arena is terrain + lighting + two team-tagged goals + spawn markers, with no rules or state. - Enclose the arena (walls/ceiling): ships and ball can currently fly out of the play volume. TrainingMode papers over this with an out-of-bounds episode-end + penalty; a real enclosed arena fixes it for players too and the training guard can then be removed.