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The idea

Most planning advice says: work out what each option pays on average, and take the best average. That advice assumes you will still be around to collect the average. In a game that ends the first time you run out of room, or money, or moves, it fails, because a run of bad luck early stops you from ever seeing the good luck that would have balanced it. Two options with the same average can differ enormously in how often they end the game.

A risk-sensitive objective puts a number on that difference. Alongside the mean, or instead of it, it looks at the bad tail of the outcomes: how often you go broke, how bad the worst tenth of outcomes is, or some blend of mean and worst case. A survival objective goes further and asks only how long you last. Which of these is right depends on how the game pays, and Drop7 pays in a way that makes the answer unusually clear.

A small example

Two slot machines and a bankroll. Machine A pays 3 coins every pull. Machine B pays 0 or 6, decided by a coin flip. You start with 3 coins, every pull costs 1, and when you hit 0 you are out.

  1. Both machines pay 3 per pull on average. A player who cares only about the mean cannot tell them apart.
  2. Play a hundred rounds on each. Machine A never goes broke: every pull returns more than it costs. Machine B goes broke often, because three zeros in a row empty the bankroll before the sixes arrive.
payout per pullmachine Amachine B036mean 3, both machinesbankroll after 20 pulls, twelve rounds eachmachine Amachine Bbroke03060coins
Top: what each pull pays. Machine A pays 3 every time; machine B pays 0 or 6; the mean, marked by the triangle, is 3 for both. Bottom: the bankroll after twenty pulls in a dozen toy rounds each. Machine A's rounds cluster together, and half of machine B's rounds ended against the line at zero, where the player is out and the sixes that were coming never arrived.
  1. Measure something other than the mean: the chance of surviving twenty pulls, or the average of the worst tenth of outcomes (the conditional value at risk, CVaR), or a blend such as 0.7 times the mean plus 0.3 times the worst case.
  2. Rank the machines again under that objective. Machine A wins.
value of each machine under the blended objectivemachine Amachine Ba tieA is chosenmeanworst casevalue = (1 − d) × mean + d × worst case, for a dial position d from 0 to 1
One dial sets how much of the objective is the mean and how much is the worst case. At the mean end the two machines tie, because both pay 3 on average. As the dial moves toward the worst case, machine B's value falls toward its worst pull, which pays nothing, and machine A is chosen. The knob travels the dial and returns; under reduced motion it rests at the worst-case end.
  1. Now change how the game pays. Suppose you receive 17 coins for every five pulls you survive and tiny amounts for anything else. Then "score" and "pulls survived" are almost the same number, and the objective is survival outright.
one game, 35 moves, 6 risesscoretallest columntop of the board0120,00007 rowsrise: +17,000moves 1 to 35
One complete playground game (seed 0x5eed6001, played by the toy rule "the legal column that scores the most points now; ties to the lowest column, then the lowest index"), generated by web/scripts/generate-sample-game.ts with the TypeScript engine. The score climbs by 17,000 at each rise, marked below the axis, and is nearly flat between. The tallest column ratchets up at the same moments until the board has no room left. The game ended after 35 moves: no room to rise. One toy game is not evidence about anything except what a game looks like.
  1. The catch. An objective that fears the tail refuses to build anything risky, and in some games building is how you survive.

How it works

A planner needs one number per candidate move, and the objective is the rule that turns a spread of possible outcomes into that number. The mean is one rule. The others in common use are the probability of surviving to a horizon; a quantile, the outcome that is beaten nine times in ten; the conditional value at risk, which is the mean of the outcomes below a quantile; and a blend, a weighted sum of the mean and one of the tail measures. Any of these can be applied at the root of a search, to the values of the moves being compared, or at the leaves, to the estimate of how a position will go.

A survival objective replaces the outcome itself. Instead of points, the planner predicts or measures how many moves the game will last from here, and prefers the move with the longest expected life. It is a change of target, and it can be combined with any of the risk rules above.

None of these rules can see further than the search or the evaluator behind them. A tail measure over five sampled futures is a rough guess at a tail. And a rule that penalises variance will, by construction, prefer the move that does the least, so if the game requires you to take on structure in order to survive later, caution costs lives instead of saving them.

In Drop7

Drop7 in five-move Hardcore mode pays 17,000 points every fifth move for the rise, whatever the board looks like, and a few tens or hundreds of points for the discs cleared in between. Across 64 games of the reference policy, 94.29% of all points came from the rise bonus, and a game's score and its moves survived were correlated at r = 0.9995 (finding-01, quoted on the concept page on score and survival). Score is a staircase with one step every five moves, and the objective is lifetime.

Pages that change the objective:

What it cannot do

Weighting the downside at the root was rejected. On its eight-game screen the cautious search scored 87,112 points and lasted 61.5 moves against 176,819.75 points and 114.125 moves for the unchanged search, losing seven of eight games on both measures, under historical 7,000-point scoring, archival; its clear and reveal rates fell too (Weighting the bad outcomes at the root). The page's reading is that the cautious player stopped assembling anything.

Predicting lifetime well did not steer play to where lifetime is cheap. Every learned lifetime arm in the learned-leaf study pushed the board away from the 19 to 20 occupied cells where the flow-ceiling measurement says the achievable clear rate crosses what survival requires: to 24.68 mean occupied cells at five chance samples and 23.87 at seven, on 64 paired games per arm (A learned survival estimate inside the reference search). Remaining lifetime under the current policy is a different target from remaining lifetime under a policy that holds the board at the right size.

And a cheating planner, an oracle that reads the future, told to maximise points instead of survival earned 1.75 times the points per move and died in less than half the time, on eight games played over the same imagined futures (finding-06, quoted on the lifetime objective family page). Those are oracle numbers, and what they say is that the chains a player can build are real and that chasing them shortens the game.