coolguyandClaude Opus 4.7 befe29fc57 Document Option A bench result, post-A calculus, plans, and cost reports
performance.md additions:
- Batched Traversal Inference design decision (A vs B vs C with
  rationale).
- Option A bench result and structural ceiling (realized batch ~7.2,
  IPC overhead exceeds GPU gain at small model size).
- Post-A optimization calculus: why compile/TensorRT remain
  iter-neutral today and become meaningful only after model growth
  and/or denser eval. Sequencing matters; do not retest these on the
  current small model.
- Free-threaded Python (3.13t/3.14t) note: cleanest endpoint in
  principle, but PyTorch maturity + Cython nogil audit cost block
  near-term adoption.

docs/plans/ (4 plan documents for Codex execution):
- batched_traversal_inference_server.md (executed; deferred).
- amp_trainer.md.
- torch_compile.md.
- cython_safe_heuristic_bots.md (executed; first-pass landed).

docs/reports/ (3 cost reports):
- cost_pytorch_free_threaded_2026-05-07.md: WAIT 3-6 months;
  PyTorch wheels exist but our Cython is the gating cost.
- cost_cython_nogil_audit_2026-05-07.md: medium effort, traversal.pyx
  carries 90% of blockers; Steps 1-3 (cfr_math/encoding nogil
  keywords, TraversalStats cdef class) are safe and cheap, Steps
  4-6 wait for triggers.
- cost_pytorch_cuda_multithread_2026-05-07.md: risky;
  optimizer.step / load_state_dict race silently with concurrent
  forward; per-thread default streams unset means naive threading
  serializes on default stream anyway.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-07 20:05:38 +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
Readme
7.7 MiB
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Cython 21.7%
Julia 4.8%
Shell 0.2%