coolguyandClaude Opus 4.7 0457efdf29 Honour all_negative_fallback in interleaved scheduler; sync default.yaml
The interleaved traversal scheduler's _regret_matching was hard-coded to
spread fallback policy uniformly across legal actions, regardless of the
configured regret_matching.all_negative_fallback. default.yaml has
shipped with all_negative_fallback: argmax_tiebreak since 618d5f8 based
on the 20-iter audit + 1000-iter empirical comparison in
docs/archive/deep-cfr-regret-fallback-audit-2026-05-07.md, but the
default scheduler was switched to interleaved in 09bbe7c, after which
the configured fallback mode silently no-op'd.

_regret_matching now takes fallback_mode and concentrates policy mass on
the lowest-index tied action when "argmax_tiebreak". Tiebreak is
deterministic; the Cython recursive traverser randomises ties using its
per-traverser RNG, which the batched policy does not have. Behaviour
matches the spirit of the recursive path (concentrate on best, do not
dilute uniformly).

Plumbed through BatchedPolicy, InterleavedTraversalConfig,
run_interleaved_traversal_batch, trainer.py, workers.py, and the
analyze_first_open_targets.py caller. Two unit tests added.

Also bumps default.yaml outcome_sampling_epsilon 0.2 -> 0.05. The
200-iter sweep in docs/plans/deep-cfr-selectivity.md section 1 showed
0.05 produced the best short-run safe_heuristic_strict score diff
(-40.01 vs -57.87 for 0.20). Recent experiments already used 0.05; the
default now matches actual experimental practice.

Neither change targets the diagnosed selection-bias bottleneck. They
align config intent with scheduler behaviour and make the default config
reproduce known-best knob settings out of the box.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 15:01:46 +09:00
2026-05-07 20:41:27 +09:00
2026-05-08 16:22:52 +09:00
2026-05-07 15:42:30 +09:00

coolrl-lost-cities

Focused Lost Cities extraction from the legacy coolrl repository.

The current implementation starts with the classic two-player card game:

  • classic 5-expedition rules by default
  • Python/Cython game engine
  • env wrapper
  • random, passive-discard, and safe-heuristic bots
  • core rule, scoring, mask, env, canonical-state, bot, and GUI smoke tests

Training code, Deep CFR, learned-policy evaluation, GUI, and web client are intentionally outside the first port.

Development

uv run pytest tests/games/classic
uv run lost-cities-classic

For future GUI work, install the optional GUI dependencies:

uv sync --extra gui

Run the classic pygame GUI:

uv run lost-cities-classic-gui --mode pvc --bot safe-heuristic

The GUI uses the in-process Cython game engine.

Basic Usage

from coolrl_lost_cities.games.classic import GameState, build_bot, classic_config

state = GameState.new_game(classic_config(seed=1))
bot = build_bot("random", seed=1)

while not state.terminal:
    state.apply_action(bot.act(state))

print(state.total_score(0), state.total_score(1))

See classic port notes for the current direction.

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Lost Cities
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