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v3.0.0-beta: Curriculum Enemy Avoidance

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@dzaczek dzaczek released this 15 Feb 09:59
· 2606 commits to main since this release

What's new

Curriculum S3: Enemy Avoidance

The bot now progresses through a 4-stage curriculum where Stage 3 specifically targets enemy snake avoidance with tuned reward weights:

  • Strong enemy proximity penalty (1.5) with large detection radius (1500 units)
  • Enemy approach penalty (0.5) teaches the bot to turn away from approaching snakes
  • Harsh snake death penalty (-40) makes dying to enemies costly
  • Food reward kept high (5.0) so the bot doesn't forget how to eat

Training Analyzer Fixes

  • Fixed death cause parsing — the analyzer was capturing "Q" instead of the actual death cause after Q-value columns were added
  • New chart: MaxSteps Analysis (chart_16) — shows steps per episode vs the max_steps limit per curriculum stage, plus hit rate breakdown

Documentation

  • Complete rewrite of README with human-readable explanations of:
    • How the neural network processes game state (CNN + sector vector)
    • Full reward system breakdown with per-step and death penalty tables
    • Curriculum stage progression with reward weight comparison table
    • Training infrastructure (browser engine, multi-agent, PER)

Tuning

  • S2 promote threshold lowered (80→55 steps) to prevent bots from getting stuck when they already mastered wall avoidance
  • S3 max_steps increased to 1000 for longer practice episodes

Training Status

  • Bot successfully progressing through S3 with SnakeCollision deaths dropping from 100% to ~77%
  • Episodes lengthening (avg 83 steps vs 73 before S3)
  • Q-values stable and rising (mean 18-27)