Files
coorl-lost-cities/docs/plans/deep-cfr-selectivity.md
T
coolguyandClaude Opus 4.7 b6863b3ba0 Fix ColorSharedNetwork to use real per-color encoding layout
ColorSharedNetwork previously sliced the input vector into n_colors equal
chunks (input_dim // n_colors). The slice boundaries do not align with the
actual encoding layout: adjacent slices contain phase flags, hand slots,
expedition state, scores, etc. mixed together. The "color-shared" encoder
was therefore sharing weights across semantically unrelated chunks, not
across per-color blocks. The single archived run that exercised this path
(2026-05-07_092137_color_shared_attention_1000iter) was killed at iter 41
and produced no eval data, so we have no measurement of whether a real
per-color architecture would help.

Adds compute_lost_cities_color_layout(input_dim) which returns explicit
per-color and common index lists for the standard Lost Cities encoding
(n_colors=5, hand_size=8, n_ranks=9). It recognises input_dim values
171, 219, 249, 297 across derived_playability and slot_aware_playability
flag combinations.

Per-color block (39 dims when derived_playability is on): both players'
expedition state for that color, discard top, public-histogram row,
pending-discard one-hot bit, legal-action draw-pile bit, and the
derived_playability per-color block. Slot-aware features are slot-major
and stay in common.

ColorSharedNetwork.forward now indexes per-color blocks via the layout
when input_dim matches a known schema. For other dims (unit tests,
non-Lost Cities use), it falls back to chunked slicing with a UserWarning
- preserves backward compatibility for tests but makes the legacy
behaviour visible.

No fair test of the new architecture was run as part of this commit.
Documented in docs/plans/deep-cfr-selectivity.md section 7.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 14:42:32 +09:00

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Deep CFR Selectivity Investigation

Last updated: 2026-05-10

Current conclusion

The current Deep CFR baseline is not mainly blocked by model size or LCFR time-weighting. The strongest signal so far is a selectivity failure: the model does not reliably learn to distinguish good first opens from bad first opens.

The outcome_sampling_epsilon=0.05 setting produced a short-run improvement around 200 iterations, but the improvement did not hold through 500 iterations. Weighting ablations did not recover the 200-iteration peak, so further LCFR alpha tuning is lower priority than directly inspecting or changing the first-open advantage target.

Baseline symptoms

The 512x3 dense-eval baseline showed improving training losses, but the main game-quality metrics against safe_heuristic_strict did not improve enough to indicate a useful policy.

Observed pattern:

  • Advantage loss can move in the expected direction while eval quality remains poor.
  • Bad first-open behavior stays high.
  • Open quality, measured by score per opened color, stays negative.
  • Current-policy evaluation did not rescue the result, so the issue is not only average-policy lag.

Closed hypotheses

More outcome sampling helps, but only up to a point

Short 200-iteration ablations with outcome_unsampled_regret=zero:

setting safe strict score diff win rate bad open rate score/opened color
epsilon=0.20 -57.87 0.07 0.901 -8.40
epsilon=0.10 -58.66 0.05 0.913 -8.63
epsilon=0.05 -40.01 0.12 0.893 -6.25
epsilon=0.02 -53.55 - - -

Conclusion: epsilon=0.05 was the best short-run candidate. Lowering to 0.02 was worse, and larger values were also worse.

Negative unsampled regret was not sufficient

The epsilon=0.05 plus outcome_unsampled_regret=negative_node_value variant ended around safe strict score diff -44.53 at 200 iterations, worse than epsilon=0.05 with zero.

Conclusion: the negative target suppresses opening, but it does not selectively preserve good opens.

The 200-iteration epsilon=0.05 peak did not hold

Confirmation run:

  • Run: runs/2026-05-09_010747_confirm-eps-005-zero-512x3-det-500
  • W&B group: eps005-confirmation-512x3-v1
  • Config delta:
    • run.deterministic=true
    • run.max_iterations=500
    • traversal.outcome_sampling_epsilon=0.05
    • traversal.outcome_unsampled_regret=zero

Safe heuristic strict metrics:

iteration win rate score diff bad open rate score/opened color
200 0.12 -40.01 0.893 -6.25
250 0.08 -46.91 0.900 -7.29
300 0.08 -45.93 0.895 -6.30
350 0.07 -54.02 0.899 -7.83
400 0.04 -49.64 0.912 -7.83
450 0.06 -49.31 0.917 -6.71
500 0.06 -61.24 0.903 -8.30

Conclusion: epsilon=0.05 creates a real short-run peak, but the behavior is not stable through 500 iterations.

LCFR time-weighting is not the sole cause of the degradation

Weighting ablation group:

  • W&B group: eps005-weighting-ablation-512x3-v1
  • Common config:
    • run.deterministic=true
    • run.max_iterations=300
    • traversal.outcome_sampling_epsilon=0.05
    • traversal.outcome_unsampled_regret=zero

Compared runs:

run iter 200 diff iter 250 diff iter 300 diff iter 300 win iter 300 bad open
LCFR alpha=1.0 confirmation -40.01 -46.91 -45.93 0.08 0.895
training_weighting.mode=none -50.98 -48.46 -56.27 0.04 0.912
training_weighting.lcfr_alpha=0.5 -66.81 -58.97 -50.77 0.10 0.891

Open-quality comparison:

run iter 200 score/opened color iter 300 score/opened color
LCFR alpha=1.0 confirmation -6.25 -6.30
training_weighting.mode=none -7.71 -7.70
training_weighting.lcfr_alpha=0.5 -9.94 -7.85

Conclusion: neither removing time-weighting nor softening LCFR to alpha=0.5 beat the original alpha=1.0 confirmation by the primary score-diff metric at 300 iterations. LCFR may affect stability, but it is not the main lever.

First-open diagnostic

Diagnostic output:

  • runs/tmp/first_open_advantage_confirm_eps005_200_vs_500.jsonl

Observed values:

checkpoint bad selection good selection bad advantage good advantage sampled turns
iter 200 0.0625 0.0582 -12.82 -16.60 8560
iter 500 0.0067 0.0067 -35.42 -44.32 40942

Interpretation: by 500 iterations the model strongly suppresses opening overall. It suppresses good opens along with bad opens, which is the core selectivity failure.

First-open target audit

Script:

  • scripts/analyze_first_open_targets.py

Output:

  • runs/tmp/first_open_target_audit_confirm_eps005_200_vs_500.jsonl

Method: regenerate short interleaved traversal batches from existing checkpoints and bucket first-open advantage targets by action quality. Because outcome_unsampled_regret=zero sets unsampled legal actions to zero, the most informative statistic is the sampled-action target distribution, not the full legal-candidate target distribution.

Sampled target summary:

checkpoint bucket candidates policy prob sampled rate sampled target mean sampled target positive
iter 200 good open 796 0.078 0.078 -40.71 0.419
iter 200 bad open 7142 0.081 0.081 -25.65 0.424
iter 500 good open 800 0.064 0.058 8.39 0.435
iter 500 bad open 8322 0.069 0.071 12.61 0.433

Interpretation: the regenerated traversal targets do not rank good opens above bad opens. At both inspected checkpoints, bad-open candidates receive slightly higher policy probability and sampled rate than good-open candidates. The sampled target mean is also better for bad opens than good opens. This points to a target or metric-alignment problem before model capacity or LCFR tuning.

First-open counterfactual audit

Script:

  • scripts/analyze_first_open_counterfactual.py

Output:

  • runs/tmp/first_open_counterfactual_confirm_eps005_200_vs_500.jsonl

Method: collect first-open candidate states from existing checkpoints, force each first-open candidate once, and compare the resulting continuation value against the current policy's best non-open action from the same state.

delta_open = value(force open) - value(best non-open).

Counterfactual summary against safe_heuristic_strict:

checkpoint bucket candidates delta mean delta median delta positive policy prob selected rate
iter 200 good open 40 -26.57 -26.5 0.050 0.000 0.000
iter 200 bad open 460 -23.15 -21.0 0.130 0.036 0.037
iter 500 good open 30 -23.43 -17.5 0.167 0.067 0.067
iter 500 bad open 470 -11.18 -8.0 0.226 0.020 0.019

Interpretation: the heuristic open_bad label is not entirely misaligned with continuation value. Forced bad opens are usually worse than the best non-open alternative. However, heuristic open_good also often loses to best non-open in these sampled states, so "recoverable eventually" is not the same as "open now."

Combined with the target audit, this points toward target/objective alignment: the traversal target is not making the bad-open-vs-non-open mistake clearly negative, even when the counterfactual continuation usually is negative.

Open questions

  1. Does the traversal target itself provide separable labels for good first opens versus bad first opens?
  2. Is the model receiving too sparse or too noisy a signal at the first-open decision point?
  3. Would target shaping around first-open decisions improve score/opened color without increasing bad-open rate?
  4. Is evaluation showing a policy-selection problem, or is the advantage model already misranking good and bad opens before strategy extraction?

1. Deeper first-open target audit

Before another long training run, inspect sampled first-open decision records more directly:

  • Group candidate first-open actions into good-open and bad-open buckets.
  • Compare target values before model prediction, not only final learned advantages.
  • Report distributions, not just means.
  • Check whether the target ranks good opens above bad opens in the same information-state context family.

Success criterion: the target distribution should show a usable separation between good and bad opens. If it does not, the training target is the blocker.

2. First-open replay reweighting

Implemented option:

  • optimization.advantage_first_open_fraction

Meaning: reserve this fraction of each advantage minibatch for samples where a first-open action was legally available at the traverser decision. The target is not changed; only replay sampling frequency changes. This keeps the experiment on the pure self-play side more than hand-written target shaping.

Initial planned run:

  • run.experiment_name=first-open-reweight-50-512x3-det-500
  • optimization.advantage_first_open_fraction=0.5
  • traversal.outcome_sampling_epsilon=0.05
  • traversal.outcome_unsampled_regret=zero
  • run.deterministic=true
  • run.max_iterations=500

Primary comparison is the eps=0.05 confirmation run and the pure external sampling run. Success requires bad-open rate and score/opened color to improve together without a large score-diff regression.

Result:

  • Run: runs/2026-05-09_235808_first-open-reweight-50-512x3-det-500-indexed
  • W&B group: first-open-replay-v1
  • Commit: 8217cec (Speed up first-open memory sampling)

The scan-based first implementation was stopped after 12 iterations because first-open sampling scanned the full replay memory and pushed iteration time above 60 seconds. The indexed-memory version kept first-open sampling near 0.25 seconds per player at 4M advantage samples and completed 500 iterations.

Final safe_heuristic_strict comparison:

Run Iter Score diff Win rate Bad open Score/opened
baseline confirm-eps-005-zero-512x3-det-500 500 -61.24 0.06 0.903 -8.30
pure external pure-external-512x3-det-500 500 -50.38 0.06 0.925 -9.79
first-open reweight 50% indexed 500 -52.20 0.07 0.919 -9.39

Conclusion: first-open replay reweighting alone did not solve selectivity. It improved score diff versus the baseline final checkpoint, but it did not reduce bad-open rate and made score/opened color worse. The run briefly looked better around 120-200 iterations, then regressed by 300-500 iterations. This suggests the replay emphasis is not enough if the underlying target does not separate good first opens from bad first opens.

3. First-open target prior (A1) — running 2026-05-10

Hypothesis: target audit shows the regenerated traversal target does not separate good first opens from bad first opens. With outcome_unsampled_regret=zero, every unsampled first-open candidate is labeled with target 0, regardless of whether it is heuristically good or bad. A small signed prior on unsampled first-open play actions should break the symmetry without overriding the high-variance sampled-action target.

Implementation:

  • Config field: traversal.outcome_unsampled_first_open_prior_alpha (float, default 0.0).
  • Plumbed through InterleavedTraversalConfig and run_interleaved_traversal_batch. Cython traversal path unchanged (default scheduler is interleaved; pyx path is a follow-up if needed).
  • Effect site: _after_child in interleaved_traversal.py. When is_first_open and alpha != 0, unsampled legal play actions whose color has an empty expedition are overwritten in target with +alpha if the visible recoverable_score for that color is >= 0, else -alpha. The sampled action's cell stays as sampled_action_value - node_value.
  • recoverable_score mirrors evaluate._visible_recoverable_summary for the empty-expedition case (no future-card lookahead, hand-only signal).
  • Tests: test_first_open_prior_overrides_unsampled_play_targets_with_signed_alpha, test_first_open_prior_zero_alpha_is_noop.

Note on "pure self-play": this prior introduces a hand-written heuristic into the advantage target. The opponent and rollout policy remain self-play (no external bot). This is treated as a diagnostic experiment; if effective, the permanent solution is a counterfactual-based prior (A2) that recovers full pure self-play.

Initial planned run:

  • run.experiment_name=first-open-prior-alpha5-512x3-det-200
  • traversal.outcome_unsampled_first_open_prior_alpha=5.0
  • traversal.outcome_unsampled_regret=zero
  • traversal.outcome_sampling_epsilon=0.05
  • run.deterministic=true
  • run.max_iterations=200
  • W&B group: first-open-prior-v1

Primary comparisons:

  • confirm-eps-005-zero-512x3-det-500 (baseline; iter 200 reference)
  • first-open-reweight-50-512x3-det-500-indexed (replay-side intervention)

Success criterion: bad_open_rate and score_per_opened_color improve together at iter 200 without large regression in avg_score_diff0. If positive, follow up with a 500-iter run to test stability. If null/regress, try alpha sweep (e.g. 2.0, 10.0) before abandoning the direction.

Result (2026-05-10):

  • Run: runs/2026-05-10_072718_first-open-prior-alpha5-512x3-det-200
  • W&B: synced online to group first-open-prior-v1 (run teuh915r)
  • Commit: see HEAD at run start

safe_heuristic_strict at iter 200:

Run Score diff Win rate Bad open Score/opened
baseline confirm-eps-005-zero (iter 200) -40.01 0.12 0.893 -6.25
A1 prior α=5.0 (iter 200) -67.54 0.02 0.796 -8.85

Other opponents at iter 200: random +32.51 / 0.86, noisy_safe -71.52 / 0.07, safe_heuristic -81.81 / 0.02, safe_heuristic_loose -81.24 / 0.05.

Conclusion: mixed result, net regression. The prior did shift behavior in the intended direction on one axis — bad_open_rate dropped from 0.893 to 0.796 (~10% absolute reduction). This is the only metric where the hypothesis "the prior breaks ranking symmetry" looks supported.

But the overall game-quality metrics regressed: score diff worsened (-40 → -67), win rate collapsed (0.12 → 0.02), and score_per_opened_color got worse (-6.25 → -8.85). The model fails the success criterion (which required bad_open_rate AND score_per_opened_color to improve together).

Two interpretations:

  1. α = 5.0 too strong. The prior is overpowering the sampled-action target rather than acting as a weak symmetry-breaker. The good-open prior pushes the model to open more often, but those forced opens are bad given the actual game state, just labeled good by the visible-only heuristic. The counterfactual audit already flagged this: heuristic open_good candidates often lose to best non-open in real continuation.
  2. Heuristic itself misaligned. Even the right α won't help if the sign assigned to candidates is wrong relative to true game value.

Next steps (in order):

  • (A1.b) α sweep at 200 iter: α ∈ {1.0, 2.0} to test "weaker prior" hypothesis. If α=2.0 still regresses score diff while reducing bad_open, the prior shape itself is wrong, not just strength.
  • (A2) Counterfactual prior: replace heuristic sign with sign of value(force open) - value(best non-open) from a small in-traversal rollout. Cleaner signal, recovers pure self-play, but more expensive.
  • If both fail to improve score diff, the issue is upstream of unsampled regret labeling (likely traversal sample distribution or sampled-action target variance), and the next experiment family should target those.

4. D1 diagnostic: counterfactual with strong post-policy (2026-05-10)

Question: are forced-open continuation values low because the openings themselves are bad, or because the self-play rollout policy poisons the post-action play (selection bias)?

Method: re-ran analyze_first_open_counterfactual.py on the confirm-eps-005-zero-512x3-det-500 baseline checkpoints (iter 200, iter 500), but with --post-policy safe_heuristic_strict. The opponent and state-collection policy stayed the same; only the policy_player's actions after the forced first action used the strong fixed bot.

Output: runs/tmp/first_open_counterfactual_d1_strong_post_policy_200_vs_500.jsonl

delta_open = value(force open) - value(best non-open) comparison:

iter bucket n self-play post strong post shift
200 open_good 40 -26.57 -3.35 +23.22
200 open_bad 460 -23.15 -5.52 +17.63
500 open_good 30 -23.43 -10.90 +12.53
500 open_bad 470 -11.18 -8.99 +2.19

delta_positive_rate:

iter bucket self-play post strong post
200 open_good 0.050 0.225
200 open_bad 0.130 0.317
500 open_good 0.167 0.300
500 open_bad 0.226 0.230

Verdict — two findings, both important:

1. Selection bias is real and significant. Strong post-policy improves forced-open continuation values by 1223 points on average. The self-play policy is meaningfully poisoning rollouts: forced opens look much less bad once a competent player handles the followup.

2. Heuristic labels do not separate cleanly even under strong post-policy. At iter 200, open_good delta_mean is only ~2 points better than open_bad (-3.35 vs -5.52). At iter 500, ranking is essentially flat (open_good -10.9 vs open_bad -8.99 — slightly worse). Median deltas agree. Sample size for open_good is small (3040) so noise contributes, but there is no clean signal that the heuristic recoverable_score classifier matches actual continuation value.

Implications:

  • A1 prior was destined to fail — the heuristic sign is at best weakly aligned with continuation value, even with optimistic post-policy.
  • A2 with self-play rollouts would inherit selection bias and likely reproduce the same misranking. A2 with a strong post-policy would give clean signs but breaks pure self-play.
  • The deeper bottleneck is post-open play quality. Until the trained policy plays competently after opening, training signals about whether to open will be biased toward "don't open."

Candidate next directions (decision pending):

  • (E1) Train with cutoff_rollout_policy=safe_heuristic instead of random. Already a config option; gives leaf nodes stronger value estimates during traversal. Trades some pure-self-play purity for a stronger bootstrap signal. Cheap to test.
  • (E2) Investigate post-open behavior directly: forced-open + observe next-2-3 turns. Diagnoses why the model can't follow up (e.g. always discards followup cards, switches color, etc.).
  • (E3) Curriculum / staged training that exposes the network to good post-open trajectories before forcing it to make first-open decisions.
  • A2 deferred unless we adopt a strong post-policy in rollouts.

5. E2 diagnostic: post-forced-open behavior (2026-05-10)

Question: D1 showed selection bias is real — what is the model actually doing after a forced first-open that poisons rollouts?

Method: forced each first-open candidate at sampled states, then observed the policy_player's next 3 decisions (window). Used baseline checkpoints (confirm-eps-005-zero iter 200, iter 500). Categorized each followup decision relative to the forced-open color.

Output: runs/tmp/first_open_followup_baseline_200_vs_500.jsonl Script: scripts/analyze_first_open_followup.py

Per-window mean counts (3 policy_player decisions = ~1.5 game turns; each game turn includes one play/discard plus one draw):

iter bucket n held@force plays(same) discards(same) open_other other_discard held@end
200 good 33 4.82 0.15 0.15 0.49 0.21 2.70
200 bad 367 1.97 0.03 0.12 0.10 0.75 1.08
500 good 22 4.45 0.14 0.46 0.14 0.27 1.23
500 bad 378 2.56 0.01 0.23 0.05 0.71 1.29

Findings:

1. Model under-plays followup cards even when it holds many. At iter 200, good-open candidates start with ~4.8 same-color cards in hand. In the next 3 decisions, the model plays only 0.15 of them on average (3% of its window). 2.7 cards remain in hand at terminal — nearly 3 cards of the just-opened color never reach the expedition.

2. Model opens additional new colors after a forced open. At iter 200 good bucket, open_other = 0.49 in a 3-decision window — the model is ~3× more likely to open another new color than to follow up the one it was forced into. This compounds the recoverable-score drag.

3. By iter 500 the model actively dumps the forced color. Good bucket at iter 500: same-color discards 0.46 vs same-color plays 0.14. The model discards followup cards more than 3× as often as it plays them, despite holding 4.45 of them at force time. This is the strongest single piece of evidence so far that the post-open value head is poisoned.

4. Bad-open bucket shows even sharper avoidance. Hand has ~2 same-color cards, plays effectively zero. Almost all play-phase decisions are "discard other" (0.710.75). The model treats forced opens as bad news to liquidate rather than commit to.

Interpretation: the trained advantage network learned that opens of these colors are net-negative, so once forced into one, it hedges by opening other colors and dumping followup cards. That hedging is rational under the policy's own value estimates but is the exact mechanism that keeps forced-open continuation values low and keeps the training target labeling opens as bad. Closed loop.

This combined with D1 means:

  • A1/A2 priors operate on first-open labels. They cannot fix a model that, even after committing to an open, refuses to follow up.
  • Any fix needs to either (a) produce stronger leaf values during training so the value head learns post-open play matters, or (b) explicitly curriculum or prior-shape the post-open decision (not the open decision).

Updated next-step priorities:

  • (E1) cutoff_rollout_policy=safe_heuristic training ablation. Strongest single lever: gives traversal leaves stronger value estimates during training, which should ripple back to "open + follow up" signal. Pure-self-play purity dented, but only at cutoff leaves.
  • (E1.b) Sanity check: at iter 200 baseline, the same-color discard rate is already 0.12 in good bucket — early. So this is not a late-training collapse; it's baked in from early iterations. Curriculum-style fix would have to start very early.
  • A2 effectively dead unless paired with strong post-policy in rollouts.

6. Input feature audit and cleanup (2026-05-10)

After D1 + E2 confirmed the bottleneck is training signal and not input poverty, audited every feature the model receives. Goal: align the input representation with a strict pure-self-play definition by removing any feature that embeds a hand-coded judgment or strategy assumption.

Three tiers found:

  • Tier 1: pure game state and single-step game rules (hand cards, expedition state, discard piles, scores, public histogram, legal-action mask, playable_*/dead_* rule checks, unknown_remaining_count, etc.). No judgment. Kept.
  • Tier 2: projection-based features that compute "if I commit and play all currently-playable cards, what is the score?" — mechanical but assumption-laden. Includes recoverable_score_no_bonus, recoverable_margin_no_bonus, min_needed_to_break_even, cards_needed_for_bonus, has_bonus_path. Removed.
  • Tier 3: explicit hand-coded judgments — is_bad_open_candidate, open_risk_score, is_safe_continuation. Same heuristic family used to label bad_open in evaluation. Removed.

Notable additional finding: the no_bonus projection family is asymmetric. It includes wager multipliers but excludes the +20 bonus, which systematically under-estimates the upside of commitable expeditions by roughly 20 × P(complete bonus). This bias points in the same direction as the phase 1 trap ("opens look like loss"), so removing the projection family is consistent with diagnosing-not-baking-in the trap.

Implementation:

  • encoding.pyx: DERIVED_PLAYABILITY_PER_COLOR 19 → 15; SLOT_AWARE_PLAYABILITY_PER_SLOT 12 → 6 (across two cleanup passes).
  • Test shape assertions updated.
  • Cython module rebuilt.

Input dimension change: 365 → 341 (Tier 3 removal) → 297 (Tier 2 removal). Net 18.6% reduction.

Result is not yet measured. The hypothesis is that with the heuristic crutches removed, training behavior is a cleaner measurement of what Deep CFR can do in this game from raw input. The model may stay in the phase 1 trap longer or fail more visibly, both of which are useful information.

7. ColorSharedNetwork chunked-layout bug (2026-05-10)

While re-examining the archived 2026-05-07_092137_color_shared_attention_1000iter run (killed at iter 41), discovered the ColorSharedNetwork implementation in networks.py was not actually color-aware. The forward pass split the input vector into input_dim // n_colors contiguous slices and ran them through a shared encoder. The slice boundaries do not align with the actual encoding layout — adjacent slices contain phase flags, hand slots, expedition state, scores, etc. mixed together. The "shared color encoder" was therefore sharing weights across semantically unrelated chunks, not across per-color blocks.

This means the prior conclusion that "color_shared / attention archive run was inconclusive" was charitable. The architecture being measured was a chunked-input network mislabeled color_shared, not a real per-color shared architecture. We have no signal on whether a properly per-color architecture would help.

Fix landed in this same session:

  • Added compute_lost_cities_color_layout(input_dim) in networks.py. For the standard Lost Cities schema (n_colors=5, hand_size=8, n_ranks=9), it recognises the four valid input_dim values (171, 219, 249, 297 across derived/slot-aware flag combinations) and returns per-color and common index lists derived from the actual encoding layout.
  • Per-color block (39 dims with derived_playability on): both players' expedition state for that color, discard top metadata, public-histogram row, pending-discard one-hot bit, legal-action draw-pile bit, and the derived_playability per-color block. Slot-aware features stay in common because they are slot-major, not color-major.
  • ColorSharedNetwork.forward now indexes per-color blocks via the layout when input_dim matches a known schema. For other input dims (unit tests, non-Lost Cities use), it falls back to the old chunked slicing with a UserWarning, preserving backward compatibility for tests but making the legacy behaviour visible.
  • New unit tests cover both branches and the layout helper.

This is purely an implementation correctness fix; no fair test of the architecture has been run yet. Fair test deferred — the diagnosis from sections 45 (selection bias, post-open behaviour) suggests that even a correct color-aware encoder would not break the closed loop on its own.

8. Short open-selectivity ablation

Run a 200-300 iteration ablation only after the target audit identifies a specific change. Candidate changes include:

  • first-open target shaping,
  • modified unsampled-open penalty,
  • outcome sampling focused on open-relevant branches,
  • or strategy/eval selection that separates current and average policy at the open decision.

Primary metrics:

  • eval/safe_heuristic_strict/avg_score_diff0
  • eval/safe_heuristic_strict/win_rate0
  • eval/safe_heuristic_strict/bad_open_rate
  • eval/safe_heuristic_strict/score_per_opened_color

Do not promote to 500+ iterations unless bad-open rate and score/opened color both improve without degrading score diff.

Operational notes

  • Keep one GPU training run active at a time.
  • Use tmux plus .compute.lock for training.
  • Mirror real experiments to W&B.
  • Use one W&B group per hypothesis family.
  • Do not start a long 2000-iteration run until a short diagnostic run shows stable selectivity improvement.