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authortslil <tslil@posteo.de>2026-09-10 14:12:41 +0100
committertslil <tslil@posteo.de>2026-09-10 21:04:40 +0100
commit220a4b79e4b6d742a9ca7c278a1962b870500fbc (patch)
treeba527c7ec1feac91c5d59772c05fe9d32af6bdb8 /include/actions.h
parent710d5a5225edb44d171ca9ac6345e9a61aa4f125 (diff)
credit Mitchell Riley: we can drop 65 parameters for about the same strength; also train for longer
The idea is that the current model is M_theta(board, ply) = "score for player 0", but we can instead create a different model M'_theta(board) = "score for player 0 assuming that it's player 0's move" and for a certain pair of functions sigma, normalise, recover M_theta(board, ply) = sigma(ply) M'_theta(normalise(board, ply)). This pair of functions is sigma(ply) = +/- 1 (parity), and normalise being a conditional interchange of pieces on the board depending on the parity of the ply. The only things stopping this from being completely straightforward is that nn_train.py evaluates M'_theta itself so we need to pass sigma(ply) to the training loop. 6x6 is still untrained.
Diffstat (limited to 'include/actions.h')
-rw-r--r--include/actions.h6
1 files changed, 2 insertions, 4 deletions
diff --git a/include/actions.h b/include/actions.h
index d96033c..748ea38 100644
--- a/include/actions.h
+++ b/include/actions.h
@@ -58,10 +58,8 @@ extern int8_t move_deltas[4];
void actions_init(const uint8_t board_size);
// Generate the legal actions. The move list is drawn from a static
-// per-search-level scratch buffer: one buffer per recursion level, so nested
-// generate calls at different levels do not clobber each other. `level' is the
-// recursion depth within the current search (0 at the root). The returned
-// pointer is valid until the next generate call at the same level.
+// per-search-level scratch buffer, per recursion level. The returned pointer is
+// valid until the next generate call at the same level.
action_t *actions_generate_at(tak_state_p state, uint32_t *num_actions,
const uint32_t level);