Conservative fitted policy iteration
Learn the whole spread of how long a game might last, and only leave the safe move when the evidence says so.
rejectedrecordedInstead of searching ahead, train a model on past games to judge a board or pick a column, and learn why that kept failing.
13 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.
A shared trainer fits board models from four kinds of teacher on separate seed lanes, making the teachers directly comparable.
Searching ahead is expensive: to compare seven columns properly you have to imagine what happens after each one, and after the disc that follows, and so on. The alternative is to learn the answer. Play a lot of games, write down what happened, and fit a model that says "this board is worth about this much" or "from here, drop in column 4". This family is twelve attempts at that.
Eleven of them fell short, and (this is the useful part) most of them fell short for the same reason.
Every approach here follows one shape. The differences are in what gets recorded and what the model is asked to output.
The gap in the last box has a name in this repository — sibling extrapolation, and it has its own page, because it is the single most important lesson in the record: evaluating a board, and the sibling trap. In one line: a model can predict the outcome of played positions very accurately and still order the seven available columns wrongly, because six of those columns are boards nothing in its training data ever measured. Low prediction error is not the same skill as correct ranking. Terms like value, n-tuple, NNUE and DQN are all one line each in the glossary.
Grouped by what the model is asked to produce.
Learn how long the game will last, from a board.
Learn the value of a move, then take the best one.
Copy a stronger player.
Skip the value function.
One approach in this family came out ahead of its own baseline: the denoised public value, which changed the labels rather than the network. It passed every prediction gate it had declared in advance and, in a small eight-game confirmation, its games lasted longer than the policy it was correcting — 79.5 to 88.125 mean moves (ledger-recorded; see the approach page for the important caveats, including that the confidence bounds were negative and no scores were retained for that cohort).
Everything else was retired. The patterns are consistent enough to state as findings:
The family's collective negative result is what motivated the current research line. If the problem is that training data only ever measures the move that was played, the fix is to measure every legal move at each position, under the same random futures, so the comparison is fair — successor-closed data. That is exactly what the afterstate-learning family builds, and its records show the difference: with a stable enough ranking target, a learned model finally beat its own teacher, while still trailing fair depth-4 search.
Still open from this family: