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2 daysswitch to explicit game state & important bug fix & clang formattslil clingman
Previously the code base assumed that there was a single, global game state which was the implicit target of all actions taken. Looking ahead at architectural improvements, this has now been (almost entirely) made explicit and functions take tak_state_p where necessary (and also where unnecessary). Two important fixes to actions.c were made: - Previously when generating the possible stack moves, stack height overflows (> 15) were not taken into account and this resulted in the tree search corrupting the board state. Now action search does not list all legal actions, rather the subset of these encodeable by the implementation. - The check for crushing on a stack move was incorrect (too strict), and this resulted in many legitimate moves being igonored. Finally, in other changes, weights have also been improved by training all games instead of some subset for chosen players, and clang-format was run on the codebase.
2 daysWelcome 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.
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 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 daysTEI interface working!tslil clingman
2 daysAdded license information!tslil clingman
2 daysStill tryingtslil clingman
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2 daysFinally (?) fixed winning avoidancetslil clingman
2 daysMany fixes, i think this is actually correcttslil clingman
2 daysIn-lined as much as a i daretslil clingman
2 daysInlined placements, should be fastertslil clingman
2 daysAnother road bugtslil
2 daysDragon is not separate, fixed concession, allowing playing as b/wtslil
2 daysChanged function back to macrotslil
2 daysFixed 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
2 daysTrying minimaxtslil
2 daysCrass errortslil
2 daysWell it works, and it's bad. Many bugs fixed in interimtslil
2 daysFixed a small bug in PTN parsing, other stufftslil
2 daysCheck for road wins before flat winstslil
2 daysTabs for indentation, spaces for alignmenttslil
2 daysFixed indentation and some bugs, stats programmetslil
2 daysSet dialect to C99tslil
2 daysIncorrect usage of globals in headertslil
2 daysIn-lined a few things, reworked flat count to iterate only oncetslil
2 daystak.h now tracks win state, optimisations, saved a byte on countstslil
2 daysLine-mode mostly completetslil
2 daysFixed road DFS errorstslil
2 daysCorrected PTN move parsingtslil
2 daysAdded linenoise library, uninitialised variable + renamingtslil
2 daysBetter as single file headertslil
2 daysOBOEs in try_move + logic errorstslil
- Corrected use of static - Implemented next_turn
2 daysWorking on the big wrapper for everythingtslil
2 daysStarted on PTN stufftslil
2 daysChanged representation, implemented most basic things for tak.htslil
2 daysInittslil