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2 daysnew neural network arch (faster + better) & minor changes + fixestslil clingman
Gone is the convolutional neural network, for it turns out not only is it more difficult to train, but all of the extra information about board layers didn't make much of a difference at this size. So cnn1986 has been replaced by nn1986, a standard, two-layer, dense nn configured as a binary classifier and (mis)used in that capacity. Note: total number of parameters is unchanged. HARK: this new nn exposes a bug somewhere in ctak. Run ctlm with self-play to see the completely borked board state at the end.
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 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 daysRename ct_k -> ct, IANAL but ...tslil
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 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 daysAdded license information!tslil clingman
2 daysPrint progress before recursion rather than aftertslil 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 daysI don't have the presence of mind to debug this right nowtslil clingman
2 daysSmall changes to build ct1986tslil clingman
2 daysStoring best moves!tslil clingman
2 daysThis matches alpha-beta!tslil clingman
2 daysStable negamax-alpha-beta fail-softtslil 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 daysStill bugs...tslil clingman
2 daysStill some bugs, standing stone becomes flat at depth4 self-play??tslil 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 daysThis is the basic idea, there's ≥ 1 bug (generates illegals...)tslil clingman
2 daysWorking on action lists to refactortslil clingman
2 daysStill tryingtslil clingman
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2 daysHash collisionstslil clingman
2 daysFixed some important bugstslil clingman
2 daysAttempting Zobrist hashingtslil clingman