coolguyandClaude Opus 4.7 a7ab94e096 Add batched traversal inference server (Option A) behind opt-in flag
Implements the central inference server pattern: a dedicated GPU
process owns advantage/strategy/league networks, batches policy
requests across traversal workers via shared-memory tensor pool, and
returns logits. Workers route forward calls through InferenceClient /
NetworkProxy when traversal.inference_backend == "server".

Default remains traversal.inference_backend: local. The server
backend regresses iter time ~3.8× on the inspected default config
(small-model dispatch + sync-blocking traversal capping realized
batch at ~num_workers=8 instead of the bs=64-256 needed to amortize
IPC overhead). Keeping the implementation behind the flag lets us
re-enable when (a) model size grows, (b) per-worker interleaved
traversal lands, or (c) eval becomes dominant — see
docs/performance.md "Option A Bench Result and Structural Ceiling"
for the full diagnosis.

Plumbing included:
- inference_buffers.py: shared-memory tensor pool with slot
  management.
- inference_client.py: per-worker client + NetworkProxy adapter for
  the existing traversal.pyx call sites.
- inference_server.py: spawn-context server process with
  batch-window aggregation, weight sync, shutdown sentinel.
- bench_inference_backend.py: A/B between local and server backends
  with eval/checkpoint disabled.
- test_inference_server.py: round-trip and integration tests.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-07 20:05:16 +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.

S
Description
Lost Cities
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