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<title>ctak, branch lazy_queue</title>
<subtitle>An implementation of Tak and a computer opponent in C</subtitle>
<id>https://git.l-3.space/cgit/ctak/atom?h=lazy_queue</id>
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<updated>2026-08-28T18:37:41Z</updated>
<entry>
<title>experimenting with a lazy queue implementation</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-07-03T20:17:27Z</published>
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<id>urn:sha1:7e58eadab1678d794344a0b14c7872296f585f96</id>
<content type='text'>
presently it's not correct
</content>
</entry>
<entry>
<title>More towel wringing: re-implemented check_road_colour</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-07-02T16:00:00Z</published>
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<id>urn:sha1:07c5dded49d5943f54cca0c75a7a93a30ee2f323</id>
<content type='text'>
Previously check_win would call check_road_colour once for each road
colour, and check_road_colour would call a depth-first search (DFS)
for each of the two axes. This meant that we were doing (up to) *four*
depth-first searches for each call of check_win.

I have replaced both axial DFS with the world's worst TM
implementation of a connected component generation algorithm backed by
the least guaranteed disjoint set data structure. Essentially doing
anything about union find correctly is slower than just ... not doing
it. Although we lose the asymptotic complexity, in practice we're
doing this millions of times per turn, for a fixed board size and
that's what matters.

All in all, it appears that i've managed to shave about 69ns off
check_win, per call -- nice! This amounts to 50ms or so saved at depth
5 per engine move, in one of my test games.

Unfortunately nearly 99% of the time is still taken by evaluating the
convolutional neural network. It's slow.
</content>
</entry>
<entry>
<title>Trying to make things faster</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-06-01T19:20:48Z</published>
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<id>urn:sha1:0deb42134cb7f0ed6ec809c3de1052ab2dfe2235</id>
<content type='text'>
I tried the following, but they all made things worse:
- moving away from the singly-linked (tail tracking) list for actions
	by:
	  + using an array zipper for a deque
		+ using an array to poorly hold a floating deque
- caching the results of generating move lists in the transposition
	table and then
		+ copying the resulting list/zip/deque instead of generating it
		+ applying the move-to-front without copying, but this made the
			search order worse. Presumably in this case shallower nodes were
			messing up the search tree with garbage moves?

I think some of this is not supposed to happen, but i have just the
right combination of poor evaluation function and naively ordered and
cheap move generation that i'm in a local minimum here.
</content>
</entry>
<entry>
<title>Merge branch 'master' of git.sr.ht:~tslil/ctak</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-03-28T04:22:26Z</published>
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<id>urn:sha1:29536c86457d83967c23a900574182b3898f04dd</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fix copyright notice in files, and small preemptive optimisation</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil clingman</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-03-28T04:19:05Z</published>
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<id>urn:sha1:2dbb9fa9b69e49d49cebb1c17559f6fe67600a4d</id>
<content type='text'>
Eventually there'll be a more complicated data generation step than
the one we're presently using, so having it in-lined in the loop is
wasteful. Ideally also this would be update per ply and we could avoid
recalculating it entirely for every query -- though it's probably
``fast enough'' for now. Also, caching is WIP.
</content>
</entry>
<entry>
<title>Corrected generation of training data for 6s</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil clingman</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-03-18T03:10:53Z</published>
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</content>
</entry>
<entry>
<title>Don't generate header for training data + tweaks</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-02-12T02:04:42Z</published>
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<id>urn:sha1:00a04c2929bdc8f8f4bf7d5d8cf413ebfb3cd006</id>
<content type='text'>
For some reason it would seem that moving flats to a lower value and
increasing the proximity between caps and top flats improves
acquisition. Still not great, but every bit counts.
</content>
</entry>
<entry>
<title>Change the training data generation a little</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil clingman</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-02-11T01:07:24Z</published>
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<id>urn:sha1:890eb8d7f4a8c46eae18283ca5ac9c61fd41ed97</id>
<content type='text'>
Although it pains me to say it, ``label smoothing'' appears to be
actually work. I'm also currently experimenting with training simply
against _all_ games, instead of only bot matches. Once the training
finishes i'll pit cttei against itself with old and new weights,
hopefully there'll be a noticeable improvement.
</content>
</entry>
<entry>
<title>Rename ct_k -&gt; ct, IANAL but ...</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-02-05T21:49:14Z</published>
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<id>urn:sha1:ce09b6d94ac3dbf426e959b14fd7731001a003d1</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Small typo in generated output for weights</title>
<updated>2026-08-28T18:37:41Z</updated>
<author>
<name>tslil clingman</name>
<email>tslil@posteo.de</email>
</author>
<published>2021-02-05T21:37:32Z</published>
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</content>
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