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2026-09-02TD(lambda), and a big reworktslil
NOTE: 6x6 weights are as-yet untrained On the performance side: * switch from linked-list chaining hash table to direct mapping * cache check_win by hash * persist transposition tables across plies (this was a big deal and difficult to puzzle out) * add align directives to the network floats * prepare_nn_input gained a small LUT to avoid branching (i suppose you might call this 1D embedding) * apply mtune=native for the native builds On the correctness side: * Zobrist has now includes the ply parity * the network now predicts something in [-1, 1] using tanh (approximated by polynomials) * the training object is now MSE because we're learning a value estimate * use .clangd instead of compile_commands.json On the training side: * completely forgo human-derived data set * implement td(lambda), self-play, tournaments
2023-01-16switch 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.
2021-10-05Welcome 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.
2021-07-09More 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.
2021-03-28Fix 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.
2021-02-05Rename ct_k -> ct, IANAL but ...tslil
2021-02-05TEI interface working!tslil clingman
2021-01-28Added license information!tslil clingman
2021-01-24Still tryingtslil clingman
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2021-01-21Finally (?) fixed winning avoidancetslil clingman
2021-01-21Many fixes, i think this is actually correcttslil clingman
2021-01-20In-lined as much as a i daretslil clingman
2021-01-17Inlined placements, should be fastertslil clingman
2021-01-16Another road bugtslil
2021-01-15Dragon is not separate, fixed concession, allowing playing as b/wtslil
2021-01-15Changed function back to macrotslil
2021-01-13Fixed 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
2021-01-13Trying minimaxtslil
2021-01-13Crass errortslil
2021-01-12Well it works, and it's bad. Many bugs fixed in interimtslil
2021-01-08Fixed a small bug in PTN parsing, other stufftslil
2021-01-07Check for road wins before flat winstslil
2021-01-04Tabs for indentation, spaces for alignmenttslil
2021-01-04Fixed indentation and some bugs, stats programmetslil
2021-01-03Set dialect to C99tslil
2021-01-03Incorrect usage of globals in headertslil
2021-01-01In-lined a few things, reworked flat count to iterate only oncetslil
2021-01-01tak.h now tracks win state, optimisations, saved a byte on countstslil
2020-12-31Line-mode mostly completetslil
2020-12-31Fixed road DFS errorstslil
2020-12-30Corrected PTN move parsingtslil
2020-12-30Added linenoise library, uninitialised variable + renamingtslil
2020-12-30Better as single file headertslil
2020-12-30OBOEs in try_move + logic errorstslil
- Corrected use of static - Implemented next_turn
2020-12-29Working on the big wrapper for everythingtslil
2020-12-28Started on PTN stufftslil
2020-12-27Changed representation, implemented most basic things for tak.htslil
2020-12-22Inittslil