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2026-09-05adding more thoroughly trained 6x6 weights, but it's clear that we're not ↵tslil
scaling well to this size
2026-09-05training rework, best weights so far*tslil
After quite a bit of experimentation it would appear that a far better way to train on self-play data in this setup is to randomise not the moves but the opening. The new selfplay and match binaries have lost the epsilon parameter and now play a random opening of some length before switching to pure, deterministic engine inference. This also resulted in a cleanup of nn_train.py. As an added bonus, in this configuration it makes sense to harvest training data from both sides in self-play and consequently the two sides are given distinct game ids (this was almost surely an oversight in the original version of TD(lambda) that i had). I also noticed that rand32 was not using the top 32bits of xorshitf*. *Under default settings nn_train.py produces a 5x5 weight set that doesn't lose a single game to any other cttei that i cared to look at, when measured using `racetrack` (which has a diverse balanced opening book).
2026-09-04TD-leaf and another negamax bugtslil
TD-lambda and TD-leaf are separated by the observation that minimax with a parameterised leaf heuristic is differentiable* in the parameters. "All" that had to be done was to extract the "principal variation": which one position survived all of the pruning to become the reported value. This was a bit fiddly and uncovered a subtle bug (again) in negamax.c: we were not being complete in our overriding of the TT entry and by omitting key it was possible that later searches would find incorrect values. The more interesting question to me was: how do we introduce enough variety while not corrupting the PV chain? I settled on having selfplay have one of the players be epsilon-random but the other greedy (minimax) and simply report only the greedy portion PV chain. This appears to work well enough in practice and doesn't introduce nonsense training data for the net (we don't force its actions to be nonsensical). I also deciced, perhaps in a departure from tradition, that we had good supervised labels for PVs that happened to be winning states, so the training overrides the targets in that case. Finally rolled back some of the ambition in nn_train.py default arguments. *almost always
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
2026-05-05fix longstanding negamax bugtslil
we needed to be saving the alpha before the search loop in which we modified it. At this point, though i can't remember, i expect that this is the cause of whatever "instability" the comment was talking about that would have prevented us from using >= in the TT lookup.
2023-01-29switch to returning an array of actions instead of a linked listaction_arraytslil clingman
- attempts to keep the same move ordering as the list method - saves ~170msec on a depth 7 search for a given board configuration - there is room to improve the pre-allocation size estimates, these bounds are not obviously tight and it may or may not be faster to have tighter bounds or even some form of estimation
2023-01-21might as well enable size 6tslil clingman
Same network architecture, same training principle. Predictably this is too slow. Also statically allocate state in driver programmes.
2023-01-19Change transposition table lookup policytslil clingman
Given the approximate nature of the evaluations and truncated tree searches, the result of negamax will always be sensitive to the particulars of the depth bounding and the conditions for referring to precomputed values. The tradeoff here is a slight performance penalty (~200ms at depth 6 on my old Intel(R) Core(TM) i7-3520M CPU @ 2.90GHz), but a greatly increased opponent strength as compared to `>=`, and the old convolutional network (flawed as the implementation was).
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.
2023-01-15new 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.
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.
2021-06-01Trying 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.
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
2021-02-01Tried 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.
2021-01-31Just 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.
2021-01-31Fairly important bug fixes to lcdlib, LCD now echoes input!tslil clingman
Input polling without line-buffering is done using ncurses, so the buildroot configuration had to change accordingly to include that library. The Makefile changed to accommodate stand-alone building of ct1986 and to include -lcurses where appropriate. There were also some typos about copying ct1986 and ctaklm to the correct directories.
2021-01-30Try 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.
2021-01-29Purged uninteresting statisticstslil
2021-01-28Added license information!tslil clingman
2021-01-28Print progress before recursion rather than aftertslil clingman
2021-01-28Typotslil clingman
2021-01-28Removed treap in favour of linked-list chained hash tabletslil clingman
2021-01-28It 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
2021-01-26I don't have the presence of mind to debug this right nowtslil clingman
2021-01-26Somehting along these lines, i'm tiredtslil clingman
2021-01-26Small changes to build ct1986tslil clingman
2021-01-26Storing best moves!tslil clingman
2021-01-26This matches alpha-beta!tslil clingman
2021-01-26Stable negamax-alpha-beta fail-softtslil clingman
2021-01-26Once again, adding TT changes the outcometslil clingman
2021-01-26Actually it seems before i was mis-countingtslil clingman
2021-01-26There is still a bug, it doesn't appear to be checking enoughtslil clingman
2021-01-25Stripping debug stufftslil clingman
2021-01-25It was a silly typo! Hoorah!tslil clingman
2021-01-25Still bugs...tslil clingman
2021-01-25Still some bugs, standing stone becomes flat at depth4 self-play??tslil clingman
2021-01-25There's still something wrongtslil clingman
2021-01-25This looks better to me and confirms scribbles on papertslil clingman
2021-01-25I don't understand why action_list.c:306 != 259tslil clingman
2021-01-25There are still some bugs in the undo almost surely...tslil clingman
2021-01-25Lots of bugfixes, mostly uint vs int. Still weirdness in gametslil clingman
2021-01-24This is the basic idea, there's ≥ 1 bug (generates illegals...)tslil clingman
2021-01-24Working on action lists to refactortslil clingman
2021-01-24Still tryingtslil clingman
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2021-01-23Hash collisionstslil clingman
2021-01-23Fixed some important bugstslil clingman
2021-01-23Attempting Zobrist hashingtslil clingman