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2 daysMore towel wringing: re-implemented check_road_colourtslil clingman
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.
2 daysTrying to make things fastertslil
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.
2 daysMerge branch 'master' of git.sr.ht:~tslil/ctaktslil
2 daysFix copyright notice in files, and small preemptive optimisationtslil clingman
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.
2 daysCorrected generation of training data for 6stslil clingman
2 daysDon't generate header for training data + tweakstslil
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.
2 daysChange the training data generation a littletslil clingman
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.
2 daysRename ct_k -> ct, IANAL but ...tslil
2 daysSmall typo in generated output for weightstslil clingman
2 daysCorrect line clearing behaviour, EXIT_FAILURE <~ -1tslil clingman
2 daysRenamed binariestslil clingman
2 daysTEI interface working!tslil clingman
2 daysTried some naive iterative deepening. Work on TEI interface nexttslil clingman
If TEI is implemented, then i could make use of Morten's racetrack (https://github.com/MortenLohne/racetrack) and develop a quantitative measure of the bot's performance. This is the current priority.
2 daysJust some #weightgoals ;)tslil clingman
It turns out that while i was training on a 0/1 classification problem, i was using 2*eval - 1. Training using this function instead, and on bot-dominated game choices (chosen_player in extract.sh) seems to have given a better evaluation function. At the least, Morten's swindle doesn't work anymore.
2 daysFairly important bug fixes to lcdlib, LCD now echoes input!tslil clingman
Input polling without line-buffering is done using ncurses, so the buildroot configuration had to change accordingly to include that library. The Makefile changed to accommodate stand-alone building of ct1986 and to include -lcurses where appropriate. There were also some typos about copying ct1986 and ctaklm to the correct directories.
2 daysTry to squeeze out a little more performancetslil clingman
``Common wisdom'' dictates that placements are often better than stack moves, so we bias the generated move list in this fashion. Seems to be a little faster.
2 daysPurged uninteresting statisticstslil
2 daysSyntax errors, small tweak to training data generationtslil clingman
2 daysCleaned up build systemtslil clingman
2 daysSkeleton readmetslil clingman
2 daysAdded license information!tslil clingman
2 daysPrint progress before recursion rather than aftertslil clingman
2 daysTypotslil clingman
2 daysMerge branch 'zobrist'tslil clingman
2 daysSmall oversighttslil clingman
2 daysRemoved treap in favour of linked-list chained hash tabletslil clingman
2 daysSmall changes to build ct1986tslil clingman
2 daysIt would appear that any function call whatsoever is slower :/tslil clingman
For now we'll stay with directly recomputing it at each non-terminal node
2 daysStoring best moves!tslil clingman
2 daysI don't have the presence of mind to debug this right nowtslil clingman
2 daysThis matches alpha-beta!tslil clingman
2 daysSomehting along these lines, i'm tiredtslil clingman
2 daysStable negamax-alpha-beta fail-softtslil clingman
2 daysSmall oversighttslil clingman
2 daysOnce again, adding TT changes the outcometslil clingman
2 daysActually it seems before i was mis-countingtslil clingman
2 daysThere is still a bug, it doesn't appear to be checking enoughtslil clingman
2 daysStripping debug stufftslil clingman
2 daysIt was a silly typo! Hoorah!tslil clingman
2 daysStill bugs...tslil clingman
2 daysStill some bugs, standing stone becomes flat at depth4 self-play??tslil clingman
2 daysThere's still something wrongtslil clingman
2 daysIncidental bugfixtslil clingman
2 daysThis looks better to me and confirms scribbles on papertslil clingman
2 daysI don't understand why action_list.c:306 != 259tslil clingman
2 daysThere are still some bugs in the undo almost surely...tslil clingman
2 daysLots of bugfixes, mostly uint vs int. Still weirdness in gametslil clingman
2 daysMemory leak fixtslil clingman
2 daysThis is the basic idea, there's ≥ 1 bug (generates illegals...)tslil clingman
2 daysWorking on action lists to refactortslil clingman