Trainer gating counters — rejects are healthy filtering, not failures
LEARNING PROGRESS (PER 10-EPISODE UPDATE)—
PolicyK / DCapsDamage +/-Trained at
Waiting for training history…
Learning-team combined objective per training batch · struck rows were rolled back
TACTICAL LEARNING (BANDIT TUNER)—
TUNER—
ACTIVE PROFILE—
BLOCK PROGRESS—
BLOCKS SCORED—
BEST PROFILE—
EXPLORATION ε—
PARAMS (RANGES/HP)—
LAST ERROR—
ProfileBlock K−DBlocksMean K−DScored at
Waiting for tuner history…
Scripted rules stay fixed — the tuner learns rule parameters (ε-greedy over bounded profiles, one switch per 10-episode block). Tactical bot names show the active profile as tN.
ROCKET JUMP LEARNING (TRIAL & ERROR)—
LEARNER—
PHASE—
BATCH PROGRESS—
ATTEMPTS / MOUNTS—
MOUNT RATE—
TRIALS (ADOPT/REVERT)—
BEST SCORE—
ACTIVE PARAMS—
LAST ERROR—
TrialMountsScoreDecisionScored at
Waiting for rocket jump trials…
The tactical Soldier attempts a point-mount rocket jump; each attempt is scored (mount, proximity, self-damage, deaths) and a hill-climber perturbs jump params (pitch, fire delay, burst, drive, trigger window) — adopting improvements, reverting regressions. Plugin clamps every param.
NAVIGATION LEARNING (WALL MEMORY)—
LEARNER—
PHASE—
BATCH PROGRESS—
ESCAPES / SUCCESSES—
ESCAPE SUCCESS—
STUCK EVENTS—
TRIALS (ADOPT/REVERT)—
BEST SCORE—
ACTIVE PARAMS—
LAST ERROR—
TrialEscapesStuck/minScoreDecision
Waiting for navigation trials…
Tactical bots remember where they got wedged (per team, shared between teammates), flip the escape side on failure, and pre-emptively curve around remembered spots. A hill-climber tunes stuck threshold, recovery burst, turn angle, avoid radius, spot memory TTL, and merge radius — scored on escape success minus stuck frequency.
GAME SERVER HEALTH—
CONTAINER—
PLUGIN VERSION—
LOAD AVERAGE—
MEMORY FREE—
LIVE HOST—
TRAINING HOST—
x86 game server + ARM training server reachability