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47 hoursWelcome geminict!tslil clingman
This is a special interface to negamax_cnn1986 which is designed to generate output for use in a CGI tak interface to be used over gemini. Also in this commit is a reformating of the various source files to use the traditional tab width of 8 spaces.
47 hoursMore 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.
47 hoursTrying 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.
47 hoursMerge branch 'master' of git.sr.ht:~tslil/ctaktslil
47 hoursFix 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.
47 hoursCorrected generation of training data for 6stslil clingman
47 hoursDon'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.
47 hoursChange 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.
47 hoursRename ct_k -> ct, IANAL but ...tslil
47 hoursSmall typo in generated output for weightstslil clingman
47 hoursCorrect line clearing behaviour, EXIT_FAILURE <~ -1tslil clingman
47 hoursRenamed binariestslil clingman
47 hoursTEI interface working!tslil clingman
47 hoursTried 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.
47 hoursJust 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.
47 hoursFairly 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.
47 hoursTry 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.
47 hoursPurged uninteresting statisticstslil
47 hoursSyntax errors, small tweak to training data generationtslil clingman
47 hoursCleaned up build systemtslil clingman
47 hoursSkeleton readmetslil clingman
47 hoursAdded license information!tslil clingman
47 hoursPrint progress before recursion rather than aftertslil clingman
47 hoursTypotslil clingman
47 hoursMerge branch 'zobrist'tslil clingman
47 hoursSmall oversighttslil clingman
47 hoursRemoved treap in favour of linked-list chained hash tabletslil clingman
47 hoursSmall changes to build ct1986tslil clingman
47 hoursIt 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
47 hoursStoring best moves!tslil clingman
47 hoursI don't have the presence of mind to debug this right nowtslil clingman
47 hoursThis matches alpha-beta!tslil clingman
47 hoursSomehting along these lines, i'm tiredtslil clingman
47 hoursStable negamax-alpha-beta fail-softtslil clingman
47 hoursSmall oversighttslil clingman
47 hoursOnce again, adding TT changes the outcometslil clingman
47 hoursActually it seems before i was mis-countingtslil clingman
47 hoursThere is still a bug, it doesn't appear to be checking enoughtslil clingman
47 hoursStripping debug stufftslil clingman
47 hoursIt was a silly typo! Hoorah!tslil clingman
47 hoursStill bugs...tslil clingman
47 hoursStill some bugs, standing stone becomes flat at depth4 self-play??tslil clingman
47 hoursThere's still something wrongtslil clingman
47 hoursIncidental bugfixtslil clingman
47 hoursThis looks better to me and confirms scribbles on papertslil clingman
47 hoursI don't understand why action_list.c:306 != 259tslil clingman
47 hoursThere are still some bugs in the undo almost surely...tslil clingman
47 hoursLots of bugfixes, mostly uint vs int. Still weirdness in gametslil clingman
47 hoursMemory leak fixtslil clingman
47 hoursThis is the basic idea, there's ≥ 1 bug (generates illegals...)tslil clingman