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40 hoursmight as well enable size 6tslil clingman
Same network architecture, same training principle. Predictably this is too slow. Also statically allocate state in driver programmes.
40 hoursswitch 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.
40 hoursnew 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 So cnn1986 has been replaced by nn1986, a standard, two-layer, dense nn configured as a binary classifier and (mis)used in that capacity.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.
40 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.
40 hoursRename ct_k -> ct, IANAL but ...tslil
40 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.
40 hoursAdded license information!tslil clingman
40 hoursFinally fixed memory order of weights!tslil clingman
40 hoursNew weights from a wider trainingtslil clingman
40 hoursWent back up to 1986 weightstslil
40 hoursThere was a bug in the minimax!tslil
40 hoursBetter trained weights, an important oversight in minimax (steps <=)tslil
I still can't tell whether if ((ply & 1) == 0) this = this - 1.0; is correct.
40 hoursSeems tolerable, but not great. Still wont win or lose ???tslil
40 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
40 hoursTrying minimaxtslil
40 hoursWeights?tslil
40 hoursWider?tslil
40 hoursTrying various things to teach titslil
40 hoursAuto-generating weightstslil
40 hoursNew weightstslil
40 hoursTrain on data that is close to the end of the game onlytslil
40 hoursThis finally works!tslil