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2 daysswitch 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.
2 daysnew 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 So cnn1986 has been replaced by nn1986, a standard, two-layer, dense nn configured as a binary classifier and (mis)used in that capacity.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.
2 daysWent for more standard unicode symbolstslil clingman
2 daysCorrected win screen in geminicttslil clingman
2 daysEnforce quoted ptn string for geminicttslil clingman
2 daysWelcome 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.
2 daysCorrected generation of training data for 6stslil clingman
2 daysDon'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.
2 daysChange 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.
2 daysRename ct_k -> ct, IANAL but ...tslil
2 daysSmall typo in generated output for weightstslil clingman
2 daysCorrect line clearing behaviour, EXIT_FAILURE <~ -1tslil clingman
2 daysRenamed binariestslil clingman
2 daysTEI interface working!tslil clingman
2 daysTried 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.
2 daysJust 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.
2 daysFairly 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.
2 daysPurged uninteresting statisticstslil
2 daysSyntax errors, small tweak to training data generationtslil clingman
2 daysAdded license information!tslil clingman
2 daysPrint progress before recursion rather than aftertslil clingman
2 daysSmall oversighttslil clingman
2 daysSmall changes to build ct1986tslil clingman
2 daysStable negamax-alpha-beta fail-softtslil clingman
2 daysActually it seems before i was mis-countingtslil clingman
2 daysThere is still a bug, it doesn't appear to be checking enoughtslil clingman
2 daysStripping debug stufftslil clingman
2 daysStill bugs...tslil clingman
2 daysStill some bugs, standing stone becomes flat at depth4 self-play??tslil clingman
2 daysIncidental bugfixtslil clingman
2 daysMemory leak fixtslil clingman
2 daysThis is the basic idea, there's ≥ 1 bug (generates illegals...)tslil clingman
2 daysWorking on action lists to refactortslil clingman
2 daysStill tryingtslil clingman
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2 daysHash collisionstslil clingman
2 daysFixed some important bugstslil clingman
2 daysAttempting Zobrist hashingtslil clingman
2 daysno speed increase ...tslil clingman
2 daysTrying caching to speed things uptslil clingman
2 daysShould now play out to the endtslil clingman
2 daysStarting work on LCD librarytslil clingman
2 daysSlight fix to game looptslil clingman
2 daysRenamingtslil clingman
2 daysMany fixes, i think this is actually correcttslil clingman
2 daysExperimentingtslil clingman
2 daysVertical line is just incremented %2, i'll have to manually buffertslil clingman
charlcd.c:621 case '\n': /* * flush the remainder of the current line and * go to the beginning of the next line */ for (; priv->addr.x < lcd->bwidth; priv->addr.x++) lcd->ops->write_data(lcd, ' '); priv->addr.x = 0; priv->addr.y = (priv->addr.y + 1) % lcd->height; charlcd_gotoxy(lcd); break;
2 daysWorking on better output + build system refinementtslil clingman
2 daysForgot some file argumentstslil clingman
2 daysCan't stop half-way through turntslil clingman
2 daysIn-lined as much as a i daretslil clingman