Document JAX PPO ladder results
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@@ -233,9 +233,20 @@ opened_colors_mean=4.942626953125
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positive_expeditions_mean=0.41796875
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```
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Static-opponent gate results, measured on 2026-07-04 with 10,000 fixed shuffles
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and duplicate seat-swapped evaluation:
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| Gate | Opponent | Result | Win rate (Wilson 95%) | Mean score diff | Mean length | Positive expeditions/game |
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| --- | --- | --- | --- | ---: | ---: | ---: |
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| 1 | `discard_only` | PASS | 1.00000 [0.99981, 1.00000] | 204.56335 | 82.45495 | 3.2783 |
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| 2 | `heuristic_balanced` | PASS | 0.98655 [0.98486, 0.98806] | 116.83400 | 167.81450 | 3.9573 |
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| 3 | `heuristic_cautious` | PASS | 0.95955 [0.95673, 0.96219] | 142.89930 | 185.38690 | 4.0946 |
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Large PPO artifacts are written under
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`/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/`.
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Generated checkpoints and evaluation JSON are not committed to git.
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Generated checkpoints and evaluation JSON are not committed to git. The full
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run summary is in
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[docs/reports/jax-ppo-static-opponent-ladder-2026-07-04.md](docs/reports/jax-ppo-static-opponent-ladder-2026-07-04.md).
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## Basic Usage
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@@ -1,6 +1,6 @@
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# Plan: JAX PPO Static-Opponent Ladder
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**Status:** Ready to implement.
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**Status:** Static-opponent ladder passed on 2026-07-04.
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**Owner:** Codex implements; operator reviews training gates.
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**Scope:** A compact PPO training stack on top of `lost_cities_jax`, using GPU
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via optional CUDA JAX execution.
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@@ -68,7 +68,6 @@ Prefer a small number of files while keeping testable boundaries:
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src/lost_cities_jax/
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ppo.py # config, network, rollout, PPO update, train loop
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opponents.py # pure-JAX static opponent policy functions
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eval.py # duplicate evaluation and Wilson intervals
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ppo_cli.py # argparse CLI
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configs/jax_ppo/
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discard-only.yaml
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@@ -168,7 +167,7 @@ ppo:
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max_grad_norm: 0.5
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learning_rate: 0.0003
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epochs: 4
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minibatches: 8
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minibatches: 128
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reward:
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terminal_scale: 50.0
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potential_shaping_initial: 1.0
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@@ -223,6 +222,45 @@ Gates:
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Only after all three gates pass should league self-play begin.
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## 2026-07-04 Gate Results
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All three static-opponent gates passed on an RTX 3090 using optional CUDA JAX:
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```bash
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uv run --with 'jax[cuda12]' lost-cities-jax-ppo train --config <config>
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uv run --with 'jax[cuda12]' lost-cities-jax-ppo eval --config <config> \
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--checkpoint <run>/latest --games 10000 --duplicate --output <eval.json>
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```
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Training used `batch_games=8192`, `rollout_steps=400`, `total_updates=250`,
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`seed=20260704`, and artifact root
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`/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/`.
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The implementation commit used for the runs was `4c0c2e9`.
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| Gate | Opponent | Result | Win rate (Wilson 95%) | Mean score diff | Mean length | Positive expeditions/game |
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| --- | --- | --- | --- | ---: | ---: | ---: |
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| 1 | `discard_only` | PASS | 1.00000 [0.99981, 1.00000] | 204.56335 | 82.45495 | 3.2783 |
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| 2 | `heuristic_balanced` | PASS | 0.98655 [0.98486, 0.98806] | 116.83400 | 167.81450 | 3.9573 |
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| 3 | `heuristic_cautious` | PASS | 0.95955 [0.95673, 0.96219] | 142.89930 | 185.38690 | 4.0946 |
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Artifact directories:
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- Gate 1: `/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/2026-07-04_223401_jax-ppo-discard-only/`
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- Gate 2: `/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/2026-07-04_224749_jax-ppo-balanced/`
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- Gate 3: `/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/2026-07-04_230150_jax-ppo-cautious/`
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Final training rollout canaries:
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| Opponent | Final train return_mean | Final play_action_rate | Final max_steps_rate |
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| --- | ---: | ---: | ---: |
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| `discard_only` | 0.99281 | 0.59007 | 0.00000 |
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| `heuristic_balanced` | 0.93545 | 0.37737 | 0.00415 |
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| `heuristic_cautious` | 0.97101 | 0.37473 | 0.00391 |
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The balanced and cautious policies win decisively but produce longer games than
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the discard-only diagnostic. That is not a gate failure, but the next training
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phase should keep game length and forced-end rate as canaries.
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## Artifact Policy
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Generated training output stays out of git. Use:
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@@ -313,10 +351,10 @@ tmux new-session -s coolrl-jax-ppo-discard \
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Duplicate evaluation:
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```bash
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flock -n .compute.lock uv run --with 'jax[cuda12]' lost-cities-jax-ppo eval \
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uv run --with 'jax[cuda12]' lost-cities-jax-ppo eval \
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--config configs/jax_ppo/discard-only.yaml \
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--checkpoint /mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/<run>/latest \
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--opponent discard_only \
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--shuffle-bank-seed 20260704 \
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--games 10000 \
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--duplicate \
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--output /mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/<run>/eval_duplicate.json
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@@ -336,5 +374,5 @@ flock -n .compute.lock uv run --with 'jax[cuda12]' lost-cities-jax-ppo eval \
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## Current Next Action
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Implement Phase 1: static opponents plus random-policy batched rollout with the
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full dashboard, then record the random baseline before adding PPO updates.
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The static-opponent ladder is complete. The next eligible phase is snapshot-pool
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league self-play design, using the three passed checkpoints as initial anchors.
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@@ -0,0 +1,68 @@
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# JAX PPO Static-Opponent Ladder Report - 2026-07-04
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**Status:** PASS.
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**Implementation commit:** `4c0c2e9`.
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**Hardware:** RTX 3090 with optional CUDA JAX via `uv run --with 'jax[cuda12]'`.
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**Artifact root:** `/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/`.
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## Protocol
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Each opponent was trained from scratch with the same PPO configuration:
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- `batch_games=8192`
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- `rollout_steps=400`
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- `total_updates=250`
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- `gamma=1.0`
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- `gae_lambda=0.95`
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- `clip_epsilon=0.2`
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- `entropy_coef=0.01`
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- `seed=20260704`
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Evaluation used a fixed 10,000-deck shuffle bank and duplicate play: each deck
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was played once with the learner in seat 0 and once with the learner in seat 1,
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for 20,000 evaluated games per gate. Win rates include Wilson 95% intervals.
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## Results
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| Gate | Opponent | Result | Win rate (Wilson 95%) | Mean score diff | Mean game length | Positive expeditions/game |
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| --- | --- | --- | --- | ---: | ---: | ---: |
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| 1 | `discard_only` | PASS | 1.00000 [0.99981, 1.00000] | 204.56335 | 82.45495 | 3.2783 |
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| 2 | `heuristic_balanced` | PASS | 0.98655 [0.98486, 0.98806] | 116.83400 | 167.81450 | 3.9573 |
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| 3 | `heuristic_cautious` | PASS | 0.95955 [0.95673, 0.96219] | 142.89930 | 185.38690 | 4.0946 |
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Gate 1 passed both required conditions: win rate >= 90% and at least two
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positive expeditions per game. Gates 2 and 3 passed their mean-score-difference
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condition.
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## Artifacts
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| Opponent | Run directory | Evaluation JSON |
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| --- | --- | --- |
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| `discard_only` | `/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/2026-07-04_223401_jax-ppo-discard-only/` | `eval_discard_only_duplicate.json` |
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| `heuristic_balanced` | `/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/2026-07-04_224749_jax-ppo-balanced/` | `eval_balanced_duplicate.json` |
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| `heuristic_cautious` | `/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/2026-07-04_230150_jax-ppo-cautious/` | `eval_cautious_duplicate.json` |
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The random rollout baseline against `discard_only` is stored at:
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```text
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/mnt/2tbhdd/coolrl-lost-cities-artifacts/jax-ppo-static-opponents/random_baseline_discard_only.json
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```
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## Canary Notes
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The random-policy baseline against `discard_only` had `play_action_rate=0.28855`
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and only `0.41797` positive expeditions per game. The trained discard-only
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policy ended duplicate evaluation at `play_action_rate=0.64598` and `3.2783`
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positive expeditions per game, so the intended anti-collapse signal is present.
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Balanced and cautious checkpoints pass their score gates decisively, but their
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duplicate evaluations are longer: mean game lengths are `167.81450` and
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`185.38690`. The final training rollout forced-end rates were low but nonzero
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for those opponents (`0.00415` and `0.00391`). Treat game length and forced-end
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rate as canaries in the next self-play phase.
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## Next Step
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The static ladder has cleared. The next phase can start snapshot-pool league
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self-play, using these three passed checkpoints as initial anchors and keeping
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duplicate evaluation as the regression gate.
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@@ -14,7 +14,7 @@ The core algorithmic components have been ported to Cython to ensure C-level per
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- `src/coolrl_lost_cities/games/classic/game.pyx:217`: `cdef class GameState` provides high-speed state mutation, legal action generation, and scoring.
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- `src/coolrl_lost_cities/games/classic/deep_cfr/traversal.pyx:228`: `cpdef traverse` serves as the entry point for the recursive Deep CFR traversal engine.
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- `src/coolrl_lost_cities/games/classic/deep_cfr/traversal.pyx:253`: `cdef _traverse` implements the core recursive tree-walking logic, including traverser/opponent node handling and outcome sampling.
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- `src/coolrl_lost_cities/games/classic/deep_cfr/encoding.pyx:425`: `def encode_info_state` generates the information-state feature vectors required for network inference.
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- `src/coolrl_lost_cities/games/classic/deep_cfr/encoding.pyx:406`: `def encode_info_state` generates the information-state feature vectors required for network inference.
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- `src/coolrl_lost_cities/games/classic/deep_cfr/cfr_math.pyx`: Contains optimized regret-matching and advantage calculation primitives.
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## Analysis
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