20260816-2126-gen5-s4-handling-retry2 exhausted its three attempts and missed only the 0.80 training goal-rate floor, at 0.7731. Every evaluation gate passed: 65-22-13 versus promoted/easy.json, 87% non-draw against an 80% floor, 12.6% physical-side imbalance against a 20% ceiling, and both handling telemetry floors clear. The round improved the goal rate monotonically across attempts (0.537 -> 0.683 -> 0.773) and the checkpoint plays well by hand, so close Stage 4 by human override. Promote it to Game/bots/promoted/medium.json. Medium and Hard both point at the new policy: Hard stays a label-only duplicate until a stronger one earns hard.json, which keeps the tiers monotonic rather than leaving Hard weaker than Medium. generation5_state.json flips that log entry to "pass" with a decision_override block preserving the original verdict and reasoning, and advances to Stage 5 attempt 1. This is what passing_entry() needs to resolve Stage 5's resume checkpoint and evaluation reference, and what league_pool() will need at Stage 6; --skip-to-next-stage would advance the stage without marking anything as passing and die immediately. generation5.sh now pulls before launching. Each stage ends in commit_progress()'s push, which fails and kills the run hours in if the box is behind origin.
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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 easy.json (promoted
2026-08-08 from generation 4's 20260806-1939-curric-s3-gauntlet; this is
the 320M-step MultiDiscrete policy and the foundation for the planned
generation-5 curriculum below), medium.json (promoted 2026-08-17 from
generation 5's 20260816-2126-gen5-s4-handling-retry2 — Stage 4 attempt 3,
which the pipeline recorded as a fail on the 80% training-goal-rate gate at
0.7731, but which beats easy.json 65-22-13 in the 100-episode paired
evaluation, 87% non-draw and 12.6% physical-side imbalance, both inside the
Stage-4 bars; promoted by hand on gameplay feel, so its recorded
decision: "fail" in generation5_state.json is expected and not a
bookkeeping error) and reference-grounded.json (added for
generation 4 — a copy of generation 3's curric-s5-aggression, made before
the flat Game/bots/ dump was scrapped for the redesign, kept as the
strongest grounded-era artifact and the fixed yardstick generations 1-3 were
all measured against; see "Generation 4"'s final report). 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.
Easy and Medium are now genuinely different policies. Hard still points at
medium.json and remains a label-only duplicate until a stronger policy earns
hard.json. Every tier runs at full trained cadence (reaction_ticks=8,
action_noise=0) — the game does not manufacture difficulty gaps by
handicapping a model. When promoting, keep the tiers monotonic: a lower tier
must never point at a policy that beats the tier above it.
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 four 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 replaced generation 2's single all-or-nothing unmask
stage with a gradual ramp, and also failed (worse, on its final attempt,
than either prior generation); generation 4 (the one curriculum.py actually
runs today) is a full redesign, not a further patch — see "Generation 4"
below, and "Generation 3" for why a fourth attempt at gating when the
policy could use full 3D controls was abandoned rather than retried again.
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, resolved 2026-08-04. The gated unmask stage failed all
3 attempts: 29% → 30% → 24% win rate vs curric-s5-aggression (the
third, worst by then) — landing in the same ~28-32% band the section above
flagged as "evidence the plateau isn't an exploration/collapse problem at
all." train/std collapsed from ~0.30 to ~0.13-0.15 within the first ~10%
of steps in every attempt of every generation regardless of hard-mask vs.
gradual-ramp mechanism, so gating when the axes were allowed to act never
addressed the actual cause. See "Generation 4" below for the redesign and
root-cause diagnosis this prompted, and curriculum_state_gen3.json for the
archived full log.
Generation 4 (current) — action space redesign, not a further ramp patch
Three generations spent ~2 weeks trying different ways to gate when the policy could use vertical thrust/pitch/roll on top of a continuous Gaussian action space, and all three converged on the same failure: PPO's action std collapsing within the first ~10% of steps and never recovering, regardless of mechanism. Research into how self-play PPO bots that have actually solved this class of problem (RLGym/RLBot's Necto/Nexto) approach it turned up a structural difference — they don't gate control authority at all; they train the full action space from step 1 using discrete/bucketed actions, not a continuous Gaussian, plus reward/state-setter curriculum instead of action masking.
Root cause, verified against this project's own physics (not assumed):
flight in this game is a sustained set-point, not an impulse. Ship mass
5.0, vertical_thrust 120 (ship.gd/ship.tscn), default gravity 9.8 m/s²
→ hovering requires holding thrust.y ≈ 0.408 continuously. A Gaussian
whose mean sits near 0 and whose σ has collapsed to ~0.13 samples
thrust.y ∈ [-0.4, 0.4] — it can brush the hover value but can never hold
it long enough to earn the reward gradient that would move the mean. That's
a fixed point; no ramp on the axis's downstream effect (which is applied
after PPO samples the action) moves it, exactly as the "open question"
above speculated might be the case. Independently, this redesign also found
and fixed a real, previously-unnoticed bug unrelated to the action space:
godot_rl's godot_env.py never marks an episode timeout as a truncation
(it returns the same done array for both term and trunc — see its own
# TODO update API to term, trunc), so PPO was bootstrapping V(s_T)=0 on
every 30s draw in every generation to date instead of correctly estimating
the value of the state it timed out in.
Action space: switched to per-axis MultiDiscrete (7 heads, nvec = [5,5,5,5,5,5,2]) instead of continuous Box(7) — see
Game/scripts/ship_action_codec.gd, the single source of truth for the
layout/decode shared by training and in-game inference. Not a single
lookup table (RLGym's approach for Rocket League's coupled car controls):
Cosmic Clash's 7 axes are near-independent thruster/torque channels, so a
curated combination table would throw away that factorization for no
benefit. thrust_y's bins are deliberately asymmetric
(-0.5, 0, 0.45, 0.75, 1.0, vs. the symmetric -1, -0.5, 0, 0.5, 1 on
every other axis) — a uniform-random policy over those 5 bins averages
0.34, just below the 0.408 hover point, so a fresh policy drifts gently
through the volume instead of pinning to the floor (symmetric bins) or
sticking to the ceiling (ceiling_pull_strength 11.5 > gravity 9.8). This
is the direct analogue of the RLGym/RLBot fix for the same failure mode
("add more jump actions to the discrete action parser"). godot_rl's
ActionSpaceProcessor already emits MultiDiscrete with zero Python-side
changes when every action entry is Discrete — the only reason this
project's action space flattened to Box(7) before was that turbo
(binary) was mixed with continuous entries.
Backward compatibility: every export before generation 4 (e.g.
Game/bots/promoted/easy.json) has no "action_space" field in its JSON;
absence means {"type": "continuous"} and decodes through the exact same
path as before (ShipActionCodec.from_continuous, moved verbatim out of
ai_ship_controller.gd). PolicyNetwork.gd's forward pass itself never
changed — only the caller's decode branches on the model's declared type.
export_policy.py's parity check is now index-level for a MultiDiscrete
model (argmax per head's logit slice, compared against SB3's own
deterministic=True chosen index) rather than comparing clipped floats,
since a head-order mistake would otherwise train and export cleanly and
only surface as silently wrong in-game behaviour.
No grounded stage. Full action space live from step 1 — no successful self-play RL bot in this problem class gates control authority, it's failed 9/9 attempts (3 generations × 3 attempts) here, and every prior generation's checkpoints are a different, incompatible action/observation shape anyway (nothing to resume from). 3 stages instead of a ramp:
| Stage | Opponent | Timesteps | Gated | What it teaches |
|---|---|---|---|---|
1 — bootstrap |
inert |
40M (~4h) | No | Empty-net finishing from a random policy — no moving target, full action space from the start. |
2 — selfplay |
self_play |
160M (~16h) | Yes, vs stage 1 | Where essentially all the learning happens. |
3 — gauntlet |
frozen = stage 2's own export |
120M (~12h) | Yes, vs stage 2 | A stationary opponent for a low-variance measurement, and a check that self-play didn't converge to a fixed point that only beats itself. |
An "air drill" state-setter branch (training_mode.gd's air_drill_chance,
new — ball spawned high, both ships spawned low and lateral, unsolvable
without climbing, kept clear of every wall so the RLGym-warned wall-bounce
exploit has no wall nearby to bounce off) runs at a constant rate across
all stages rather than being introduced late — gating when a skill gets
drilled would reproduce the exact "gate what the policy can do" pattern
that failed 3 generations running.
Observations: ShipObservations.SIZE grew 31 → 35 (own contact normal
- an
in_contactflag, appended — never inserted, see that file's append-only invariant) so the value function can actually see the conditionwall_contact_penaltyfires on, instead of predicting a reward with no supporting signal.
Reward shaping: mostly unchanged — a farmability check on the existing
weights (velocity_to_ball_weight's term telescopes to ~2.7 over a 20m
approach, well under goal_reward=80; not gameable) argues generation 2/3's
tuning was never the actual problem. Two changes: airborne_penalty is no
longer passed by any stage (previously ramped up in lockstep with the
axis generation 3 was trying to teach — directly adversarial to the goal of
genuine aerial play), and tilt_penalty dropped 4x (0.002 → 0.0005 default)
since an aerial approach to a high ball requires pitching. Deliberately
not added: a standalone air-touch reward — that's the exact exploit RLGym
warns about ("hits the ball off a wall high up instead of doing a real
aerial"); the air-drill state setter already makes aerial skill
instrumentally necessary to earn the existing ball-directed rewards.
Exploration: --reset-std (meaningless under MultiDiscrete — no
log_std) is replaced by --reset-logits <scale> (multiplies
action_net's weights/bias, optionally scoped to specific heads via
--reset-logits-heads) for a deliberate post-diagnosis recovery, and more
importantly by --entropy-floor (train.py's EntropyFloorCallback): a
persistent per-rollout controller nudging ent_coef to hold policy
entropy near a target that decays over the run, replacing the one-shot
--reset-std shock that reliably decayed away within ~10% of steps in
every prior generation with something that responds continuously instead of
once. --ent-coef's default rose 0.0001 → 0.01 (tuned for MultiDiscrete's
bounded ~10-nat entropy, not a Gaussian's unbounded differential entropy).
Per-head entropy (train/entropy_head_<name>) replaces the old aggregate
train/std scalar — it identifies which axis is collapsing instead of
one number for all seven.
Validation before spending the full ~32h budget: see the ladder below —
cheapest checks first (an offline action-space assertion, a headless Godot
boot, a 100k-step smoke run, export parity + an in-game round trip against
easy.json), then flight telemetry (rollout/airborne_fraction,
mean_altitude, air_touch_fraction, vertical_thrust_mean — leading
indicators visible from the first rollout instead of only in a win rate
measured a full run later), then a short controlled A/B (MultiDiscrete vs.
continuous, otherwise identical, ~20M steps each) before committing to the
full curriculum — every past generation bet a full day on an unfalsifiable
hypothesis, which is what made each failure expensive to diagnose.
training/test_action_space.py— offline, seconds. Catches a head-order mismatch, the single most likely silent killer (trains "fine" for 24h, produces garbage — e.g. pitch commands driving strafe thrusters — with no error).godot --headless --path Game res://scenes/training.tscnwith no trainer listening, 30s — catchesclass_name/observation-size regressions..venv/bin/python train.py --experiment smoke --timesteps 100000 --n-parallel 2— confirms theMultiDiscretehandshake and new callback metrics emit.export_policy.pyon the smoke checkpoint (mandatory index-level parity check), thenevaluate.py <smoke>.json ../Game/bots/promoted/easy.json --episodes 4— exercises the real GDScript decode path.- A short A/B: two 20M-step runs, identical except action space
(
MultiDiscretevs. the old continuousBox(7)), comparingrollout/airborne_fraction. If discrete pulls meaningfully ahead, the 32h curriculum is a justified bet; if both stay near zero, the hypothesis above is wrong and reward/compute explanations move to the front — cheaper than a 4th blind multi-day generation either way.
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,
--air-drill-chance, --air-intercept-chance, --team-size,
--velocity-to-ball-weight, --forward-velocity-to-ball-weight,
--ball-distance-penalty, --ball-touch-reward, --airborne-penalty,
--tilt-penalty, --ground-tilt-penalty, --speed-reward-weight,
--ball-velocity-to-goal-weight, --goal-reward, and
--opponent-pool with --opponent-mode=league.
(--vertical-ramp/--pitch-roll-ramp are gone — generation
4 has no locomotion mask/ramp to control.)
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 previous stage's own passing export (stage 1 is
ungated, so this only applies to stages 2+). Once every stage passes, a
final (non-gating) report evaluates the result against both
Game/bots/promoted/easy.json (the shipped bot) and
Game/bots/promoted/reference-grounded.json (a copy of generation 3's
curric-s5-aggression, the strongest grounded-era artifact and the
yardstick generations 1-3 were all measured against) — those two numbers are
what actually answer "did generation 4 work?"
cd training
./curriculum.sh # start/resume the curriculum
./curriculum.sh --seed-checkpoint checkpoints/some/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 (no reset_retry_checkpoint stage override is
set in generation 4 — nothing yet suggests a retry needs to reset to a
clean upstream checkpoint the way generation 3's single unmask stage did;
add one if a stage's retries turn out to be drifting rather than
converging). 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.
Generation 5 follow-on
Generation 4's stage-3 export is the foundation rather than a throwaway
baseline: all generation-5 stages resume from
checkpoints/20260806-1939-curric-s3-gauntlet/final.zip. Its match results
are strong, but playtesting and its final telemetry expose the next learning
targets: it spends about 39% of play above the airborne threshold while only
about 0.04% of episode-level touches are aerial, and it often travels on its
side and strikes the ball with its roof. This is a successful scoring policy
that now needs control quality and a more productive use of flight.
Turbo remains forward-only for players and policies: it activates only with positive forward thrust and multiplies the resulting combined thrust vector. Generation 5 preserves the same control contract Stage 3 was trained under.
Generation 5 adds three episode telemetry signals to TensorBoard:
upright_fraction (low-altitude ticks with the
ship's up vector substantially upright), forward_motion_fraction
(low-altitude moving ticks whose planar velocity points broadly along the
nose), and productive_air_touch_fraction (touches above the aerial height
that send the ball toward the attack goal). The automatic gates are
deliberately conservative catastrophe floors; every stage records its final
500-rollout tail means in generation5_state.json so later threshold changes
can be based on evidence instead of a single watched match.
| Stage | Regime | Budget | Learning target | Advancement gate |
|---|---|---|---|---|
4 — handling |
Self-play, current balanced start mix | 40M (~4h) | Prefer upright, nose-led travel near the floor. Replace the orientation-agnostic speed bonus with low-altitude forward-motion shaping, and apply the stronger tilt cost only near the floor so pitch/roll remain free in genuine aerial play. | Before Stage 5: at least 80% training goal rate, at least 80% non-draw rate in the paired evaluation versus promoted Stage 3, no clear head-to-head regression, no more than 20% physical-side win imbalance, and the upright/forward-motion telemetry floors. |
5 — intercepts |
Self-play with 40–50% improved air-intercept starts | 60M (~6h) | Convert existing vertical movement into useful aerial touches. Spawn a moving high ball on reachable attacking and defensive trajectories, away from walls, so contact is instrumental to scoring or saving rather than independently rewarded. | No clear regression versus Stage 4; productive aerial-touch telemetry must improve materially without reducing upright/forward-motion telemetry back to the Stage-3 baseline. |
6 — league |
Live policy against a frozen opponent sampled per episode from Stage 3, Stage 4, and Stage 5 | 100M (~10h) | Prevent a narrow self-play equilibrium and consolidate ground handling, aerial interception, attack, and defence against distinct styles. | No clear head-to-head regression against any pool member plus conservative handling/aerial telemetry floors. Promote the passing result to medium.json after these recorded evaluations support it. |
Stage 7 teamplay remains deliberately unconfigured. The fixed roster
observation and team_size plumbing can run 2v2, but there is no paired 2v2
evaluation or team-credit reward yet; spending 120M steps without those gates
would make a pass meaningless.
training/generation5.py implements Stages 4–6 separately from the completed
generation-4 orchestrator and state. It always begins Stage 4 from
checkpoints/20260806-1939-curric-s3-gauntlet/final.zip, then resumes each
later stage from its passing predecessor. generation5.sh runs it detached,
and retries/blocks use the same restart-safe pattern as the earlier
curriculum:
cd training
.venv/bin/python generation5.py --dry-run # print and validate the next command only
./generation5.sh # run/resume in tmux
tmux attach -t cosmic-generation5
cat generation5_state.json
Stage 4 removes the generic speed bonus, halves the old orientation-agnostic closing reward, and adds a nose-led planar approach reward plus a tilt cost that fades to zero by 3m altitude. Its scoring gates deliberately run before Stage 5: becoming upright is not progress if the resulting policy stops finishing goals. Stage 5 adds moving high-ball intercept starts aimed toward real goals rather than a standalone air-touch reward.
Stage 4 was closed by human override on 2026-08-17, not by the automatic
gate. 20260816-2126-gen5-s4-handling-retry2 exhausted all three attempts and
the pipeline recorded decision: "fail", on the training goal-rate floor alone
(0.7731 vs 0.80). Every other gate passed — 65-22-13 versus
promoted/easy.json, 87% non-draw against the 80% floor, 12.6% physical-side
imbalance against the 20% ceiling, and both handling telemetry floors clear
(upright_fraction 0.772 vs 0.45, forward_motion_fraction 0.315 vs 0.25) —
and the round's three attempts improved the training goal rate monotonically
(0.537 → 0.683 → 0.773). The same checkpoint also plays well enough by hand to
have been promoted to medium.json. generation5_state.json therefore has
that log entry's decision flipped to "pass" with a decision_override
block recording the original verdict and reasoning, and stage_index/
attempt/status advanced to Stage 5 attempt 1 — which is what
passing_entry() needs to resolve Stage 5's resume checkpoint and evaluation
reference, and what league_pool() will later need at Stage 6. Prefer this
edit over --skip-to-next-stage: that flag advances stage_index without
marking anything as passing, so the run dies immediately with RuntimeError: No passing generation-5 stage index 0. Note that retry2 already clears Stage
5's own 0.75 goal-rate floor; the 0.80 Stage-4 figure was always the stricter
of the two.
Stage 6's league opponent mode samples a historical exported policy at each
episode reset. Each later stage preserves the preceding shaping and adds one
new difficulty.
The physical-side gate is separate from the model-vs-model score. A paired side swap can make an identical policy appear perfectly balanced overall even when the Player 2 ship never functions. This caught the canonical action-frame bug exposed by Stage 3's pitch/roll use: team 1 observations are rotated 180° about Y, but rotation commands feed world-space torque, so team 1 pitch and roll must be rotated back (X/Z signs inverted). Thrust remains unchanged because it is applied through the ship's local basis.
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.