5.6 KiB
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).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.
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).
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.
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.
Self-play notes
Both ships share the live policy (mirrored, team-relative observations — see
ship_observations.gd), so training is always against the current self.
Fixed-opponent training against frozen checkpoints (league play, to avoid
strategy collapse on long runs) is deferred — see TODO.md; the pieces
(exported JSON bots + AIShipController) already exist.