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44 hoursMore towel wringing: re-implemented check_road_colourtslil
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.
44 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.
44 hoursRename ct_k -> ct, IANAL but ...tslil
44 hoursTEI interface working!tslil clingman
44 hoursAdded license information!tslil clingman
44 hoursStill tryingtslil clingman
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44 hoursFinally (?) fixed winning avoidancetslil clingman
44 hoursMany fixes, i think this is actually correcttslil clingman
44 hoursIn-lined as much as a i daretslil clingman
44 hoursInlined placements, should be fastertslil clingman
44 hoursAnother road bugtslil
44 hoursDragon is not separate, fixed concession, allowing playing as b/wtslil
44 hoursChanged function back to macrotslil
44 hoursFixed minimax (!), fixed bugs in tak.ctslil
With minimax of depth 1 the evaluation function seems alright with the current method of training and generating weights
44 hoursTrying minimaxtslil
44 hoursCrass errortslil
44 hoursWell it works, and it's bad. Many bugs fixed in interimtslil
44 hoursFixed a small bug in PTN parsing, other stufftslil
44 hoursCheck for road wins before flat winstslil
44 hoursTabs for indentation, spaces for alignmenttslil
44 hoursFixed indentation and some bugs, stats programmetslil
44 hoursSet dialect to C99tslil
44 hoursIncorrect usage of globals in headertslil
44 hoursIn-lined a few things, reworked flat count to iterate only oncetslil
44 hourstak.h now tracks win state, optimisations, saved a byte on countstslil
44 hoursLine-mode mostly completetslil
44 hoursFixed road DFS errorstslil
44 hoursCorrected PTN move parsingtslil
44 hoursAdded linenoise library, uninitialised variable + renamingtslil
44 hoursBetter as single file headertslil
44 hoursOBOEs in try_move + logic errorstslil
- Corrected use of static - Implemented next_turn
44 hoursWorking on the big wrapper for everythingtslil
44 hoursStarted on PTN stufftslil
44 hoursChanged representation, implemented most basic things for tak.htslil
44 hoursInittslil