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Same network architecture, same training principle. Predictably this is
too slow.
Also statically allocate state in driver programmes.
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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.
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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So cnn1986 has been replaced by nn1986, a standard, two-layer, dense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.
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For some reason it would seem that moving flats to a lower value and
increasing the proximity between caps and top flats improves
acquisition. Still not great, but every bit counts.
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Although it pains me to say it, ``label smoothing'' appears to be
actually work. I'm also currently experimenting with training simply
against _all_ games, instead of only bot matches. Once the training
finishes i'll pit cttei against itself with old and new weights,
hopefully there'll be a noticeable improvement.
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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.
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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.
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