Files
coorl-lost-cities/configs/ismcts/default.yaml
coolguy 0d35341bbe Cycle 5 setup: long run with use_rollout_value=false + 768x4 network
C4 (768x4 + rollout=True, 150 iter) result: 0/300 natural wins, score
avg -85 to -97 vs three heuristic opponents. Bigger network alone did
not produce wins; PA shifted up to 0.23-0.25 (similar to c3 without
rollout) but agent still loses every natural-end game.

Capacity hypothesis rejected: 2.5x more params (~2M vs ~800k) did not
break the loss pattern. Score average actually slightly worse than
512x3 baseline. So the bottleneck is not network capacity.

Going to the long-run experiment: AlphaZero-correct setup with the
network value loop closed. use_rollout_value=false means leaf Q comes
from network value head. Training signal: network value learns from
actual game outcomes; MCTS uses those values to pick actions; better
actions produce better outcomes; cycle closes.

100 iter previously gave essentially the same result as rollout=true
(comparing c3 to trapfix baseline). Both are too early in the AlphaZero
training curve. Standard AlphaZero papers train 1000s of iterations.
Going long: 1000 iter with the current config. Self-play ~9s/iter
without rollout, total wall ~150 min for the train phase.

Plotting strategy: at iter 200, 500, 1000, run 100-game standalone eval
and generate analyze.py plots to visualize trajectory.

Network kept at 768x4 since bigger capacity does not actively hurt.
2026-05-11 07:56:35 +09:00

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1.1 KiB
YAML

run:
experiment_name: ismcts-default
max_iterations: 500
seed: 1
device: cuda
rules:
n_colors: 5
n_ranks: 9
min_rank: 2
n_handshakes: 3
hand_size: 8
expedition_penalty: -20
bonus_threshold: 8
bonus_amount: 20
encoding:
derived_playability: true
slot_aware_playability: true
network:
kind: mlp
hidden_size: 768
num_layers: 4
activation: relu
mcts:
n_simulations: 50
c_puct: 5.0
max_depth: 200
parallel_simulations: 64
virtual_loss_value: 5.0
eval_n_simulations: 16
rollout_policy: heuristic_balanced
use_rollout_value: false
root_dirichlet_alpha: 0.3
root_dirichlet_epsilon: 0.4
temperature:
training: 1.0
eval: 0.0
training:
games_per_iter: 10
gradient_steps_per_iter: 10
batch_size: 128
replay_capacity: 100000
interleave_games: 8
interleave_max_batch: 64
num_workers: 8
worker_device: cuda
optimization:
learning_rate: 0.0003
grad_clip: 5.0
checkpoint:
save_every: 20
save_latest: true
evaluation:
eval_every: 5
games: 5
opponents: [random, discard-only, heuristic-cautious]
max_steps: 500
num_workers: 8