Summarizes the 13-cycle trap-exploration session: BC pretrain (heuristic clone) is the self-play ceiling under our compute budget (1 GPU + 50 sims + 768x4 MLP). All variants (naive finetune, KL anchor, mirror descent, mixed-opponent + opponent-aware search) either preserved BC (~17-21/100 vs heuristic-cautious) or regressed to catastrophic forgetting. The single largest improvement of the session — 4× win rate on the same checkpoint — came from PUCT Q-value normalization at search time, not from any learning change. Records the mechanism (negative training signal from BC-vs-heuristic games; search too shallow to find heuristic-beating moves), the hypotheses we negated, and the dials left in code for future runs with more compute.
8.2 KiB
SO-ISMCTS BC Ceiling — 2026-05-11 Autonomous Session
Last verified: 2026-05-11, commit cba6cae (branch autonomous/trap-exploration)
Short answer
Under our current compute budget (1 GPU, 12 CPU cores, 50 MCTS sims/move,
768x4 MLP), behavior-cloning the heuristic-balanced bot is the ceiling.
Across 13 self-play training variants, no run cleared the BC baseline of
21/100 wins vs heuristic-cautious in 100-game evaluation. Every variant
either preserved BC (KL anchor, mirror-descent target) or regressed toward
catastrophic forgetting (naive finetune, high-fraction mixed opponent).
The single largest improvement of the session came from PUCT Q-value normalization at the search level, not from any learning change.
Headline numbers (vs heuristic-cautious, 100 games, n_sims = 16)
| Run | Setup | W/100 | Notes |
|---|---|---|---|
| BC pretrain | 5k heuristic-vs-heuristic games, 20 epochs CE+MSE | 21 | baseline |
| C9 naive finetune | BC + plain self-play (no regularizer) | 0 | catastrophic forgetting |
| C10 KL β=1.0 | BC + self-play + KL(current ‖ BC) | ~21 | preserved BC, no improvement |
| C11 KL β=0.3 | weaker anchor | ~21 | preserved BC, no improvement |
| C12 mirror desc. | target = softmax(α log π_mcts + (1−α) log π_BC) | 19 | preserved BC, no improvement |
| C13 mixed=0.5 | 50 % games vs heuristic-balanced, opponent-aware MCTS, no KL | 0 | forgetting (worse than naive) |
| C14 mixed=0.2 | mixed-opponent + opponent-aware + KL β=1.0 | 17 | preserved BC, no improvement |
CIs (Wilson 95 %) overlap across all "preserved BC" rows; the 17–22 band is statistically indistinguishable from the BC baseline.
What actually moved the needle: PUCT Q normalization
mcts.pyx _select_action previously used the raw score-unit Q:
score = q_eff + c_puct * prior * sqrt(N) / (1 + n)
With value_scale = 100 (Lost Cities score units), a single backup could
swing q_eff by ±100, while the exploration bonus is ~1–10. A noisy value
at the root permanently buried low-prior actions before they could be
explored.
Fix (b9fc569): divide Q by q_scale (defaults to 100) before scoring:
score = q_eff / q_scale + c_puct * prior * sqrt(N) / (1 + n)
Replaying the exact same BC checkpoint with this fix took win rate vs heuristic-cautious from 5/100 → 21/100 — a 4× improvement from a ~10-line search change, with no retraining. Worth holding onto as the load-bearing finding of the session.
Hypotheses we negated
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Symmetric self-play eventually escapes the weak fixed point. Random-init + KL-free self-play ran for 100s of iterations across C1–C8 without exceeding the noise floor (0–25 wins, all CIs overlap each other and zero).
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Mixed-opponent self-play (Codex top pick) breaks the weak equilibrium. With opponent-aware MCTS so the search distribution reflects the real opponent (per Codex's "pitfall" warning), C13 regressed to 0/100. The training signal from vs-heuristic games is structurally negative — BC cannot beat the heuristic, so every mixed sample is a loss, and the gradient labels every BC action as bad. C14 cut the fraction to 0.2 and added a strong KL anchor (β = 1.0), which preserved BC but did not lift it.
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Deeper search compensates for weak learning. Increasing
n_simulationsfrom 50 → 200 on the BC checkpoint reduced wins vsheuristic-balancedfrom 28/64 → 14/64 in earlier probing. Deeper search amplifies the network's preferences, including its weaker ones, without supplying new information. -
A different regularizer would let self-play improve on BC. KL anchor (β ∈ {0.3, 1.0}) and mirror-descent target mixing (α annealed 0.3 → 0.8) both kept the network glued to BC. Neither supplied a positive gradient to walk away from it.
Why BC is the ceiling — the mechanism
Self-play seeded from a strong heuristic faces a structural trap:
- BC has internalized the heuristic. Two BC copies playing each other produce a near-symmetric outcome distribution; the visit counts at most nodes give little policy-improvement signal beyond what BC already encodes.
- Against the real heuristic, BC loses systematically (the heuristic beats its own clone in approx. 79 % of games at our scale). The resulting training signal is uniformly negative; learning that signal pushes the policy away from BC without pointing anywhere productive.
- With 50 MCTS sims/move on a 768x4 network, the search cannot reliably find moves that beat the heuristic. So the only way out of the trap — discovering a positive improvement direction — is closed by the search-depth budget.
The result is consistent with the standard SO-ISMCTS picture: π_weak (the symmetric weak fixed point) sits at roughly BC strength, π_Nash is unreachable at this compute, and every variant we tried collapses onto π_weak.
Things left as configurable dials (no behavior change at defaults)
The autonomous/trap-exploration branch leaves the following in place
for future runs with more compute:
MctsConfig.q_scale— PUCT Q normalization (defaults to 100, keep).MctsConfig.root_dirichlet_alpha / epsilon— AlphaZero exploration noise.MctsConfig.opponent_aware_search— when true, MCTS treats the opponent seat as an external bot (skips tree expansion on opponent turns, traverser-centered values).TrainingConfig.mixed_opponent_fraction— 0 disables (pure self-play).TrainingConfig.mixed_opponent_bot— bot name fromcoolrl_lost_cities.games.classic.bots.registry.TrainingConfig.kl_anchor_ckpt/kl_anchor_beta— frozen reference network forKL(current ‖ ref)regularization.TrainingConfig.md_target_ref_ckpt/md_target_alpha_*— mirror- descent policy target with annealed mixing.lost-cities-ismcts pretrain— heuristic behavior cloning subcommand.lost-cities-ismcts eval --ckpt … --n-sims N --games N --device cpu— standalone evaluator with Wilson CIs (eval_checkpoint.py).
What would be worth trying with more compute
Not implemented here. These are the directions that the mechanism above does not rule out:
- Deeper search at training time (n_sims ≫ 200, e.g. 800–1600). Enough simulations should eventually surface a heuristic-beating action somewhere in the search tree; that's a positive gradient.
- Population training with frozen snapshots. Periodically snapshot the trainer and route 10–20 % of self-play games against the snapshot pool. Combined with opponent-aware search, this gives a stationary diverse-opponent gradient without the all-negative-signal problem of pure heuristic mixing.
- Value-weighted replay. Prioritize high-error samples in the buffer so the value head sees the cases where it disagrees with the search rollout.
- Larger / better-shaped networks. 768x4 MLP may simply lack the capacity to represent the conjunctions Lost Cities needs (color × expedition × hand composition). Attention or factored heads could be worth probing.
Code references
- Search-side:
src/coolrl_lost_cities/games/classic/ismcts/mcts.pyx(_select_action,prepare_simulation,_expand_with_prior). - Python parity:
src/coolrl_lost_cities/games/classic/ismcts/mcts.py. - Mixed-opponent / opponent-aware wiring:
src/coolrl_lost_cities/games/classic/ismcts/interleaved_self_play.py. - Regularization (KL anchor, mirror-descent) and metrics:
src/coolrl_lost_cities/games/classic/ismcts/trainer.py. - BC pretrain:
src/coolrl_lost_cities/games/classic/ismcts/pretrain.py. - Eval CLI with Wilson CIs:
src/coolrl_lost_cities/games/classic/ismcts/eval_checkpoint.py. - BC checkpoint (load with
--resume-from):runs/pretrain/heuristic_balanced_5kg_20ep.pt(5 k games, 20 epochs).
Related memory
opponent-policy-network-divergence.md— the Deep CFR analogue: using the live network as its own opponent breaks stationarity and diverges. The SO-ISMCTS picture here is the same family of failure: bootstrapping from oneself does not provide a positive learning signal.