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CosmicClash/TRAINING.md
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Josh Creek 1811e9333e feat(training): curriculum generation 4 — MultiDiscrete action space redesign
Three curriculum generations (2026-07-21 through 2026-08-04) all tried
gating *when* the policy could use vertical thrust/pitch-roll on top of a
continuous Gaussian action space, and all three failed the same way: PPO's
action-distribution std collapsed within ~10% of steps and never recovered,
landing at a 15-32% win rate vs the grounded reference regardless of
mechanism (hard mask, then a gradual ramp). Generation 3's final attempt
just landed at 24% — the worst of the three.

Root cause, verified against this project's own physics: hovering this ship
requires *holding* thrust.y ~= 0.408 continuously (mass 5.0, vertical_thrust
120, gravity 9.8). A collapsed near-zero-mean Gaussian can brush that value
but never sustain it long enough to earn the reward gradient that would
move the mean — no amount of gating *when* the axis acts fixes a problem in
*how* the policy represents a decision on it. This also independently found
and fixes a real bug: godot_rl never marks an episode timeout as a
truncation, so PPO was bootstrapping V(s)=0 on every 30s draw in every
generation to date.

- Game/scripts/ship_action_codec.gd (new): single source of truth for a
  per-axis MultiDiscrete action space (7 heads, nvec [5,5,5,5,5,5,2]) shared
  by training and in-game inference, replacing the continuous Gaussian.
  thrust_y's bins are deliberately asymmetric so a random policy drifts
  through the volume instead of floor-pinning. Legacy continuous decode
  (ai_ship_controller.gd's old logic) preserved verbatim so every
  pre-generation-4 export (e.g. Game/bots/promoted/easy.json) keeps working
  unchanged via an optional "action_space" JSON field.
- ship_observations.gd: append own contact state (SIZE 31 -> 35, append-only)
  so the value function can see what wall_contact_penalty fires on.
- ship_ai_controller.gd: action space/decode via the codec; drop the
  vertical_ramp/pitch_roll_ramp mechanism entirely; tilt_penalty default
  lowered 4x (aerial approaches require pitching); flight telemetry
  (airborne_fraction, mean_altitude, air_touch_fraction, vertical_thrust_mean)
  and truncation-snapshot fields on get_info().
- training_mode.gd: new air_drill_chance state-setter branch (ball spawned
  high, ships low, kept clear of walls) so aerial practice is forced by the
  environment instead of relying on reward-driven exploration alone; snapshot
  terminal observations before a timeout reset for the truncation fix.
- cosmic_env.py: remap ShipAIController's truncated/terminal_obs info into
  SB3's TimeLimit.truncated/terminal_observation keys.
- train.py: --reset-logits (+ --reset-logits-heads) replaces the
  now-meaningless --reset-std; new EntropyFloorCallback (a persistent
  per-rollout ent_coef controller replacing the one-shot std-reset shock)
  and per-head entropy logging; FlightTelemetryCallback; --air-drill-chance/
  --tilt-penalty flags; optional AbortIfCallback kill-criterion.
- export_policy.py: writes the action_space block for MultiDiscrete models;
  index-level parity check (argmax per head) instead of comparing floats.
- curriculum.py: full rewrite — 3 stages (bootstrap/selfplay/gauntlet), no
  grounded stage, full action space live from step 1; deletes generation
  1-3's checkpoint-lineage machinery (nothing to resume from); final report
  evaluates against both promoted/easy.json and the new
  promoted/reference-grounded.json (a copy of curric-s5-aggression, the
  strongest grounded-era artifact, kept as a fixed yardstick).
- run_training.sh/.gitignore: commit only final.zip, not the ~2400
  intermediate checkpoint files a single stage was writing (~500MB ->
  ~0.2MB per run); requirements.txt pinned (behaviour here now depends on
  specific library internals, not just public APIs).
- test_action_space.py (new): offline rung-0 check catching a head-order
  mismatch before it silently corrupts 24h of training.

Validated: GDScript compiles clean (Godot --headless --import + script
validation), free_play.tscn and training.tscn both boot headless without
errors, offline action-space assertions pass. Not yet run: the actual
smoke-training/A-B validation ladder steps in TRAINING.md's "Generation 4"
section, before committing to the full ~32h curriculum.

See TRAINING.md's "Generation 4" section for the full design writeup.
2026-08-04 23:27:57 +01:00

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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](https://github.com/edbeeching/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_agents `Sync` node that talks TCP to the trainer.
- `scripts/ship_ai_controller.gd` — training-side bridge (observations,
rewards, action mapping). `scripts/ship_observations.gd` is 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.sh` builds it from
`Game/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 to `training/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](TRAINING_LINUX.md).
## Setup
Needs Python 3.10+ and a Godot 4.7 binary.
```bash
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:
```bash
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
```bash
cd training
.venv/bin/python train.py --experiment run01 --timesteps 20000000 --n-parallel 6 --speedup 16
```
- Checkpoints land in `training/checkpoints/run01/` every `--checkpoint-every`
steps (default 100k), plus `final.zip` on 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.
- `--wandb` mirrors logs to Weights & Biases (`pip install wandb` first).
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
```bash
.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
```bash
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:
```bash
.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.json` from different stages of one
training run (verify the gaps with `evaluate.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
2026-07-24 from `curric-s6-unmask`, the strongest checkpoint at the
time — note `curric-s6-unmask` was itself generation 1's *failed* unmask
stage, so `easy.json` is weaker than `reference-grounded.json` below; a
strong generation 4 result should promote a real replacement, plus
`medium.json`/`hard.json`) 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.
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 both `curric-s3-no_draws` (26-60) and `curric-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`'s `resume_from_experiment`/`reference_experiment` stage-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 via
> `airborne_penalty` and given ~12x the training time to settle. See
> `curriculum_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) and `ball_distance_penalty`
(0.006→0.01) — the actual ball-chasing terms, unchanged since stage 5
despite three failed attempts — plus `ball_touch_reward` (0.5→0.7).
- Two scoring-specific terms newly exposed via `train.py` (they already
existed as `ship_ai_controller.gd`/`training_mode.gd` `@export`s, 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: True` on the stage dict, so if this stage itself
fails and retries, `resume_checkpoint()` resets to `FOUNDATION_EXPERIMENT`
again 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_contact` flag, appended — never inserted, see that file's
append-only invariant) so the value function can actually see the condition
`wall_contact_penalty` fires 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.
1. `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).
2. `godot --headless --path Game res://scenes/training.tscn` with no
trainer listening, 30s — catches `class_name`/observation-size
regressions.
3. `.venv/bin/python train.py --experiment smoke --timesteps 100000
--n-parallel 2` — confirms the `MultiDiscrete` handshake and new
callback metrics emit.
4. `export_policy.py` on the smoke checkpoint (mandatory index-level parity
check), then `evaluate.py <smoke>.json ../Game/bots/promoted/easy.json
--episodes 4` — exercises the real GDScript decode path.
5. A short A/B: two 20M-step runs, identical except action space
(`MultiDiscrete` vs. the old continuous `Box(7)`), comparing
`rollout/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` (generation 4's state-setter aerial curriculum),
`--velocity-to-ball-weight`, `--ball-distance-penalty`, `--ball-touch-reward`,
`--airborne-penalty`, `--tilt-penalty`, `--ball-velocity-to-goal-weight`,
`--goal-reward`. (`--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?"
```bash
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.
## 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.