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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 So cnn1986 has been replaced by nn1986, a standard, two-layer, dense nn configured as a binary classifier and (mis)used in that capacity.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 hoursWelcome 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.
40 hoursCorrected generation of training data for 6stslil clingman
40 hoursDon'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.
40 hoursChange 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.
40 hoursTEI interface working!tslil clingman
40 hoursTried 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.
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 hoursSyntax errors, small tweak to training data generationtslil clingman
40 hoursAdded license information!tslil clingman
40 hoursAdded tunable search depth and self-playtslil clingman
40 hoursToying with symmetrising datatslil clingman
40 hoursWent back up to 1986 weightstslil
40 hoursChanged function back to macrotslil
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 hoursGenerate the correct format directlytslil
40 hoursTrain on data that is close to the end of the game onlytslil
40 hoursHopefully removed all layer bugstslil
40 hoursTrying again with correct data generationtslil
40 hoursClose in principle, but there;s a bug in ct1997 &/ pptdb!tslil
40 hoursTwo inputs to model, stacks and flat countstslil
40 hoursShuffling is importanttslil
40 hoursFixed a small bug in PTN parsing, other stufftslil
40 hoursClosing in on something reasonable for roadstslil
40 hoursSearching for a good representationtslil
40 hoursSmall tweakstslil
40 hoursOn the hunt for a better representationtslil
40 hoursExperimenting with training nntslil
40 hoursSeparate concerns in pptdb, remove legacy in extract.shtslil
40 hoursGotta go fasttslil
40 hoursFirst 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
40 hoursTabs for indentation, spaces for alignmenttslil
40 hoursFixed indentation and some bugs, stats programmetslil