fix(gamecli): wrap angle in reward to prevent unbounded spin penalty
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@@ -53,4 +53,19 @@ public class RewardTests
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Assert.True(rMain < rNoop, "firing main should be worse than noop");
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Assert.True(rLeft < rNoop, "firing left should be worse than noop");
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}
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[Fact]
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public void AngleWrap_FullRevolutionsProduceSameReward()
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{
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// Physically identical poses (angle differs by 2π) must produce the same reward.
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// Otherwise a spinning ship accumulates unbounded angle penalty.
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var upright = new ShipState(0.5f, 0.5f, 0f, 0f, 0f, 0f);
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var oneSpin = new ShipState(0.5f, 0.5f, 0f, 0f, 2f * MathF.PI, 0f);
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var fiveSpins = new ShipState(0.5f, 0.5f, 0f, 0f, 10f * MathF.PI, 0f);
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float r0 = Reward.Compute(upright, target: (0.5f, 0.5f), action: 0);
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float r1 = Reward.Compute(oneSpin, target: (0.5f, 0.5f), action: 0);
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float r5 = Reward.Compute(fiveSpins, target: (0.5f, 0.5f), action: 0);
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Assert.Equal(r0, r1, precision: 4);
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Assert.Equal(r0, r5, precision: 4);
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}
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}
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@@ -3,8 +3,10 @@ namespace GameCli;
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/// <summary>
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/// Reward = -distance_to_target
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/// - λ_v · speed
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/// - λ_θ · |angle|
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/// - λ_θ · |wrap(angle)|
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/// - λ_fuel · engine_on
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/// The angle is wrapped to [-π, π] so a ship that has completed N revolutions
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/// gets the same upright-penalty as a physically identical pose that hasn't.
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/// Coefficients are public so training scripts can log/inspect them.
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/// </summary>
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public static class Reward
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@@ -19,11 +21,12 @@ public static class Reward
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float dy = target.Y - s.Y;
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float distance = MathF.Sqrt(dx * dx + dy * dy);
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float speed = MathF.Sqrt(s.VX * s.VX + s.VY * s.VY);
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float wrapped = MathF.Atan2(MathF.Sin(s.Angle), MathF.Cos(s.Angle));
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float engineOn = action == Physics.ActionNoop ? 0f : 1f;
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return -distance
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- LambdaVelocity * speed
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- LambdaAngle * MathF.Abs(s.Angle)
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- LambdaAngle * MathF.Abs(wrapped)
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- LambdaFuel * engineOn;
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}
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}
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