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* add const where it is semantically necessary => add tick method for enemy tank interface * update tests regarding new behavior (first tick, then get_reward which is const now) * add max shells != initial shells
…is 1.5s, hitting is +2s) * shaping winner reward (nb_kills + 0.1 * nb_hits) * shaping timeout penalty (1.0 - nb_steps / max_steps)
* marker when player hit
* Backtrack to constant timeout penalty and constant winner reward. *To avoid policy collapse : start with discrete proba 50/50 and cosine annealing on target entropy from 0.98*max to 0.3*max
* miss_distance_scale from 1.5 to 3.0
* change hit reward from e^(-r^2) to 1/(1+r^2) * start from lower continuous target entropy and sigma
* add aim reward and mu norm metrics
* init at lower entropy
* backtrack old ppo hyper-param
* less warmup steps for target entropy
…ng is destructive # Conflicts: # arenai_agent/src/agents/ppo/ppo_hyperparams.h
… h_policy >= h_target (positive pid lagrangian parameter)
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Fix PPO entropy :