Commit Graph
7 Commits
Author SHA1 Message Date
coolguyandClaude Opus 4.7 b6863b3ba0 Fix ColorSharedNetwork to use real per-color encoding layout
ColorSharedNetwork previously sliced the input vector into n_colors equal
chunks (input_dim // n_colors). The slice boundaries do not align with the
actual encoding layout: adjacent slices contain phase flags, hand slots,
expedition state, scores, etc. mixed together. The "color-shared" encoder
was therefore sharing weights across semantically unrelated chunks, not
across per-color blocks. The single archived run that exercised this path
(2026-05-07_092137_color_shared_attention_1000iter) was killed at iter 41
and produced no eval data, so we have no measurement of whether a real
per-color architecture would help.

Adds compute_lost_cities_color_layout(input_dim) which returns explicit
per-color and common index lists for the standard Lost Cities encoding
(n_colors=5, hand_size=8, n_ranks=9). It recognises input_dim values
171, 219, 249, 297 across derived_playability and slot_aware_playability
flag combinations.

Per-color block (39 dims when derived_playability is on): both players'
expedition state for that color, discard top, public-histogram row,
pending-discard one-hot bit, legal-action draw-pile bit, and the
derived_playability per-color block. Slot-aware features are slot-major
and stay in common.

ColorSharedNetwork.forward now indexes per-color blocks via the layout
when input_dim matches a known schema. For other dims (unit tests,
non-Lost Cities use), it falls back to chunked slicing with a UserWarning
- preserves backward compatibility for tests but makes the legacy
behaviour visible.

No fair test of the new architecture was run as part of this commit.
Documented in docs/plans/deep-cfr-selectivity.md section 7.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 14:42:32 +09:00
coolguyandClaude Opus 4.7 f63c4b8059 Strip heuristic input features and add selectivity diagnostics
Audit of the Deep CFR information-state encoding identified two tiers of
non-pure features and removed both:

- Tier 3 (judgment): is_bad_open_candidate, open_risk_score,
  is_safe_continuation. Same heuristic family used to label bad_open in
  evaluation, embedded as model input.
- Tier 2 (projection): recoverable_score_no_bonus,
  recoverable_margin_no_bonus, min_needed_to_break_even,
  cards_needed_for_bonus, has_bonus_path. Mechanical but assumption-laden
  ("commit and play all currently-playable cards"). The no_bonus form is
  asymmetric: it amplifies the immediate -20 penalty while truncating the
  +20 bonus upside, biasing the model toward the same "don't open" basin
  the diagnostics already flagged.

Input dim 365 -> 297. DERIVED_PLAYABILITY_PER_COLOR 19 -> 15;
SLOT_AWARE_PLAYABILITY_PER_SLOT 12 -> 6. Test shape assertions updated.

Also adds selectivity diagnostic infrastructure used to reach this point:
- traversal.outcome_unsampled_first_open_prior_alpha config field with
  signed-prior overlay on unsampled first-open advantage targets (A1).
- analyze_first_open_counterfactual.py --post-policy to swap the
  policy_player rollout policy and isolate selection bias (D1).
- analyze_first_open_followup.py to inspect post-forced-open behavior
  (E2): same-color play vs discard counts, other-open rate, terminal
  hand composition.

Findings recorded in docs/plans/deep-cfr-selectivity.md sections 3-6.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 14:26:16 +09:00
coolguy 1593135313 Record first-open replay result 2026-05-10 02:44:10 +09:00
coolguy c570fc3ea5 Add first-open replay reweighting 2026-05-09 23:46:55 +09:00
coolguy 7c3a3499dc Add first-open counterfactual audit 2026-05-09 17:06:06 +09:00
coolguy ba54032703 Add first-open target audit 2026-05-09 16:36:43 +09:00
coolguy c246260a8b Document Deep CFR selectivity findings 2026-05-09 12:38:05 +09:00