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v3.0.0-beta: Curriculum Enemy Avoidance
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)