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Approaches

Each page here is one theory of how to choose a column, grouped by the technique it uses; the engines that play the games and the instruments that measure them live under Engines and Diagnostics.

Techniqueallexpectimaxheuristic-evaluationq-learningn-tuplennuepolicy-gradientevolutionmctsrollout-policy-iterationoracle-distillationrisk-survivalafterstateconstructive-planningdeterminization
Statusallcompletedrejectedruntime-pausedpreregisteredsupport-onlyproposal
Readsallpublicoracle/teacherdiagnostic
Group bytechniquefamily

4 approaches of 87

Policy gradients

Train a network that picks columns directly, nudging it toward the choices that led to longer games.

Read the primer →
35teacherclonepolicyplaycloned first, then improved by playing
Policy gradientsfeatured

A PyTorch policy network, cloned then trained by playing

A small convolutional network copies a two-move search, then improves through 16,384 games. It finished about 40% short of its teacher.

rejectedrecorded
→
5 dropsdriftprice0the price rose, the drift stayed above zero
Policy gradientsfeatured

Learning a policy with explicit safety constraints

Learn a small correction to a simple search under hard safety limits. Every limit failed, so the run stopped before gameplay testing.

rejectedrecorded
→
356435576642655433333333one movecopygatethe copy never opened the gate
Policy gradients

Copying the one-move search, in C++

Teach a policy network to imitate a simple exact search before self-play. It never imitated well enough to start.

rejectedrecorded
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345opening627677223544362632654635restarthalf of every round starts mid-game
Policy gradients

Nudging a one-move search, from easy and hard starting boards

A learned correction trains on fresh games and difficult mid-game positions. It improved the simple search slightly but stayed far below the reference.

rejected
→

No approach page matches that search.

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