Bump avg-strategy 1000iter config: traversals 4x, LR 3e-5→1e-4, LCFR, lighter eval
Apply consultant + review recommendations to address training-budget shortfall and underutilized weighting: - traversal.traversals_per_player: 70 → 280 (4× sample touches/iter to reduce regret estimate variance early) - optimization.learning_rate: 3e-5 → 1e-4 (was too low for the 512×1024 updates schedule) - training_weighting.mode: none → lcfr (faster convergence; alpha/beta/ gamma fields are inert with mode=none) - evaluation.eval_every: 5 → 25 (eval was costing more wall-clock than training; 6 opponents × 100 games × 200 evals adds up) - Drop accidental duplicate keys in traversal/optimization sections (YAML last-wins, harmless but confusing) Wall-clock estimate ~13h on the existing setup. If results clearly improve, consider 8× traversals (560) as a follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -26,10 +26,8 @@ network:
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activation: relu
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activation: relu
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traversal:
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traversal:
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traversals_per_player: 2
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traversals_per_player: 280
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traversals_per_player: 70
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max_depth: null
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max_depth: null
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max_nodes_per_traversal: 10000
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max_nodes_per_traversal: 1000
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max_nodes_per_traversal: 1000
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regret_matching_epsilon: 0.0001
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regret_matching_epsilon: 0.0001
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outcome_sampling_epsilon: 0.2
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outcome_sampling_epsilon: 0.2
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@@ -44,7 +42,6 @@ traversal:
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store_strategy_on_traverser_nodes: true
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store_strategy_on_traverser_nodes: true
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store_strategy_on_opponent_nodes: false
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store_strategy_on_opponent_nodes: false
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num_workers: 8
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num_workers: 8
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worker_chunk_size: 4
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worker_chunk_size: 8
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worker_chunk_size: 8
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progress_every_traversals: 10
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progress_every_traversals: 10
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endpoint_depth_bucket_width: 100
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endpoint_depth_bucket_width: 100
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@@ -54,7 +51,7 @@ regret_matching:
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all_negative_fallback: argmax_tiebreak
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all_negative_fallback: argmax_tiebreak
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training_weighting:
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training_weighting:
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mode: none
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mode: lcfr
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self_play:
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self_play:
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snapshot_every: 1
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snapshot_every: 1
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@@ -67,13 +64,11 @@ self_play:
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recent_window: 5
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recent_window: 5
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optimization:
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optimization:
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advantage_updates_per_iteration: 1
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strategy_updates_per_iteration: 1
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advantage_batch_size: 1024
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strategy_batch_size: 1024
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advantage_updates_per_iteration: 512
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advantage_updates_per_iteration: 512
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strategy_updates_per_iteration: 512
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strategy_updates_per_iteration: 512
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learning_rate: 0.00003
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advantage_batch_size: 1024
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strategy_batch_size: 1024
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learning_rate: 1.0e-4
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weight_decay: 0.0001
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weight_decay: 0.0001
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grad_clip: 1.0
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grad_clip: 1.0
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@@ -88,7 +83,7 @@ checkpoint:
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exact_resume: false
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exact_resume: false
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evaluation:
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evaluation:
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eval_every: 5
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eval_every: 25
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games: 100
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games: 100
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opponents:
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opponents:
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- random
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- random
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