aboutsummaryrefslogtreecommitdiff
path: root/src/pptdb.c
AgeCommit message (Collapse)Author
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.
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 So cnn1986 has been replaced by nn1986, a standard, two-layer, dense nn configured as a binary classifier and (mis)used in that capacity.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.
2021-03-17Corrected generation of training data for 6stslil clingman
2021-02-11Don't generate header for training data + tweakstslil
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.
2021-02-10Change the training data generation a littletslil clingman
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.
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.
2021-01-29Syntax errors, small tweak to training data generationtslil clingman
2021-01-28Added license information!tslil clingman
2021-01-18Added tunable search depth and self-playtslil clingman
2021-01-18Toying with symmetrising datatslil clingman
2021-01-16Went back up to 1986 weightstslil
2021-01-15Changed function back to macrotslil
2021-01-14Seems tolerable, but not great. Still wont win or lose ???tslil
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
2021-01-13Weights?tslil
2021-01-13Wider?tslil
2021-01-13Trying various things to teach titslil
2021-01-12Generate the correct format directlytslil
2021-01-12Train on data that is close to the end of the game onlytslil
2021-01-11Hopefully removed all layer bugstslil
2021-01-11Trying again with correct data generationtslil
2021-01-11Close in principle, but there;s a bug in ct1997 &/ pptdb!tslil
2021-01-09Two inputs to model, stacks and flat countstslil
2021-01-09Shuffling is importanttslil
2021-01-08Fixed a small bug in PTN parsing, other stufftslil
2021-01-08Closing in on something reasonable for roadstslil
2021-01-07Searching for a good representationtslil
2021-01-06Small tweakstslil
2021-01-06On the hunt for a better representationtslil
2021-01-05Experimenting with training nntslil
2021-01-05Separate concerns in pptdb, remove legacy in extract.shtslil
2021-01-05Gotta go fasttslil
2021-01-05First attempt at training data + exclude draws + list overflows tootslil
Take the output and do grep -Fvxf output_file input_file to drop the bad games from consideration
2021-01-04Tabs for indentation, spaces for alignmenttslil
2021-01-04Fixed indentation and some bugs, stats programmetslil