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Alpha-3: 4-Stage Curriculum + N-Step DQN + Pro Analytics
Pre-release
Pre-release
Alpha-3 — Full Training System Overhaul
4-Stage Curriculum with Dynamic Gamma
| Stage | Name | Gamma | Promote Criteria |
|---|---|---|---|
| S1 | FOOD_VECTOR | 0.80 | avg_food>=5 AND avg_steps>=50 (200 ep window) |
| S2 | WALL_AVOID | 0.90 | avg_steps>=80 AND wall_death<3% (200 ep window) |
| S3 | ENEMY_AVOID | 0.95 | avg_steps>=120 (200 ep window) |
| S4 | MASS_MANAGEMENT | 0.99 | Final stage |
Core Changes
- N-step returns (n=3) — reward signal propagates 3x faster
- Dynamic gamma per stage (effective horizon: 5→10→20→100 steps)
- Compound promotion — S1 requires BOTH food AND survival thresholds
- Tightened criteria — prevents premature stage advancement (previous run stuck at S3 after 8k eps)
- New rewards:
enemy_approach_penalty,boost_penalty, expandedfood_shapingclamp - Softened S3 enemy penalties (2.0→1.0 proximity, 1.0→0.5 approach) to prevent paralysis
Professional Analytics Suite (13 Charts)
- Main Dashboard (Bollinger bands, percentile steps, food SMA, loss, epsilon+LR, death area)
- Curriculum Stage Progression (timeline with color bands)
- Per-Stage Distributions (violin + box plots)
- Hyperparameter Tracking (epsilon, LR, beta, loss EMA)
- Correlation Scatter Matrix (12 plots with Pearson r + R² trend lines)
5b. Correlation Heatmap + Ranked Strongest Correlations - Rolling Performance Percentile Bands (P10-P90)
- Death Analysis (pie, grouped bars, histogram, rolling heatmap)
- Food Efficiency (ratio tracking, cumulative, per-stage box)
- Reward Distributions per Stage
- Learning Detection (CDF early/late, volatility, segmented trends)
- Goal Progress Gauges
- HP Analysis (parallel coordinates, Epsilon×LR sweet spot heatmap, top 5% vs bottom 5%)
Breaking Changes
- Requires full training reset (new checkpoint format with n-step buffers + dynamic gamma)
- Old 3-stage curriculum replaced with 4-stage
- Old chart PNG files removed from repo
Previous Issues Fixed
- Bot stuck at Stage 3 after 8000+ episodes (avg_steps=42, 99.7% snake death, flat rewards)
- Root cause: S1 promoted after only 100 eps with trivial
avg_food>=3threshold - S2→S3 promoted without real wall avoidance mastery