coolguy 8b7ed66ffd Cycle 3 prep: fix search() ignoring parallel_simulations + flip use_rollout_value=false
Codex deep diagnosis surfaced two real issues in our MCTS pipeline:

1. mcts.pyx::search() hardcoded prepare_simulation_batch(state, traverser, 1)
   instead of respecting MctsConfig.parallel_simulations. Standalone evals
   (eval_checkpoint, evaluate_with_mcts sequential path, eval_worker) all
   use this entry point, so all eval-time MCTS was running 1 sim per batch
   regardless of the configured 64. Training was unaffected because it
   goes through interleaved_self_play._run_search_jobs which respects the
   config. Fix uses min(config.parallel_simulations, sims - completed).

2. use_rollout_value defaulted to True (config.py) but was never set in
   the YAML. With this, _expand_with_prior returns the heuristic rollout
   value and discards network_value, so the network value head is trained
   from final game scores but its outputs are never fed back into MCTS
   backups. This explains why mcts/value_prediction_error stays high
   despite training -- learning the value head produces no behavioral
   change because MCTS never reads it.

Now setting use_rollout_value=false in default.yaml so the network value
head closes the loop. Combined with the existing Dirichlet root noise +
heuristic rollout removal, this should give the network's value learning
actual leverage on action selection.

Also: updated test_search_visit_counts_match_with_parallel_simulations
to test the correct invariant (legal-action set match + total visit
count near n_sims) rather than literal visit-count equality, which was
only true under the previous bug.

Tests: 19/19 passing.
2026-05-11 06:42:20 +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
7.7 MiB
Languages
Python 73.3%
Cython 21.7%
Julia 4.8%
Shell 0.2%