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
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, discard-only, 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.

S
Description
Lost Cities
Readme
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Cython 21.7%
Julia 4.8%
Shell 0.2%