A learned survival estimate inside the reference search
Blends a learned survival estimate into the reference board evaluator and tests it under sampled and exact chance handling.
completedreproducedJudge a move by how much longer the game will still last, rather than by how many points it scores right now.
11 approaches, featured pages first. The label above each title is the technique the approach uses; the same pages appear under that technique on the approaches index.
These play no game of their own: engines run the games and diagnostics measure them. They are listed here because they live alongside the approaches above; the full sets are under Engines and Diagnostics.
One instrumented game loop and one results writer, shared by every experiment in this family so their numbers are directly comparable and every game's score is checked against the rules.
Measures how often low numbered discs become impossible to clear, when death follows, and whether the evaluator notices.
A semantics-preserving reimplementation of the Drop7 move engine and the fair-D4 leaf, proven bit-identical to the frozen reference and measured at about 3× end to end.
Reuses board features across equivalent chance samples and recomputes only the next-disc term, preserving exact values with less work.
Ports the native factored chance node (N disc strata x M reveal samples) into the fast memo engine, trace-equivalent to the C0 search at a fraction of the cost.
Lets a privileged planner test whether any policy can remove discs as fast as the game adds them.
An infrastructure package that made PyTorch work on this machine's integrated AMD GPU, checked that it computes correct answers, and measured how much faster it is than the CPU.
Retrains the small board evaluator at several sizes and settings to test whether more capacity predicts lifetime better.
Trains the smallest network that could run inside a search leaf on the exact values the four-ply search gives every sibling move, and asks whether it ranks those moves the way the search does.
Fix every future disc and hidden number in advance so a position has one exactly computable best line.
Attributes every point to its source and shows that Hardcore score mostly measures survival time.
Replays many games and labels every visited position with its remaining lifetime, producing training data for the rest of the family.
Ranks nine policies on 128 saved positions, compares that ranking with complete games, and retires the benchmark when they disagree.
These directories have no page of their own yet. Each link lists the source files inside.
Judge a move by how much longer the game will still last, rather than by how many points it scores right now.
That sounds like a slogan until you count the points. When this repository
instrumented 64 games of its strongest policy and attributed every single point
to its source, 94.3% of the score was the flat 17,000-point bonus for
surviving another row rise, 5.7% was chain reactions, and 0.0% was the
70,000-point bonus for emptying the board, which never happened once. Final
score and moves survived correlated at r = 0.9995
(finding-01, a development-tier
exploratory finding; the same run is written up on the
score decomposition page).
So a Drop7 Hardcore score is survival time wearing a different unit, and the million-point target is really a survival target. Points arrive at a measured 3,423 per move, and the same finding puts the lifetime a one-million-point average needs at about 294 moves. The reference policy's games last 94.
Here is why the game ends. Both boards below are the repository's own rules engine, playing a real game; nothing is drawn by hand.
Every five moves, five placed discs plus seven risen gray discs — twelve discs — enter a board that only has 49 cells. Nothing else adds material, and the only way material leaves is a numbered disc clearing. The arithmetic is therefore exact and unforgiving: a policy survives indefinitely only if it sustains
The reference policy sustains 1.973 and 1.090: a structural deficit of
about 18% and 22%. Its board fills up, and then it dies. That deficit, not a
shortage of spectacular chain reactions, is what ends its games
(finding-01).
12 − 5 × clears-per-move
cells per cycle, so a positive slope is a policy that is losing, however
good its tactics look on any single move.That last rule is what makes this family a family. Score in this game is heavy tailed: one lucky game can swamp 63 ordinary ones, while a flow rate is averaged over every move of every game and is far better determined. Several of the results below were decided on the flow rates when the score deltas could not be separated from zero.
Three things, and none of them is the one the family was hoping for.
The target is physically reachable. A planner that is allowed to cheat — it reads the hidden numbers under the gray discs and plans exactly against a fixed future — holds the required clear rate for 6,000 consecutive moves and never dies. That settles a real question: Drop7 Hardcore is a control problem with a solution, not an arithmetic impossibility. It is also, emphatically, not a policy; see the flow ceiling page, where the cheating is labelled on every number.
No legal policy tried here got near it. A planner with the same objective and the same look-ahead but no access to the hidden numbers closes only a small part of the gap, and the part it cannot close grows exactly as the board fills up and there is more hidden information to be ignorant of. Every one of those games ended.
Small, bounded corrections to the reference search worked better than replacing it. The two positive results in this family are both of that shape: a better handling of the game's randomness (reveal sampling) and a learned survival estimate mixed into the reference search's board-scoring function at half weight (learned leaf). Both are worth tens of thousands of points on 64 paired games. Neither is worth hundreds of thousands, and the target needs hundreds of thousands.
The measurements that started it
Bounded changes to the reference search
Learning something
Machinery the rest of the family runs on
finding-06).For the wider picture see the research status, and for the ideas these pages assume, the concepts primer and the glossary.