Risk and survival objectives
When the game ends the first time you go broke, the average payout is the wrong thing to maximise; you also have to care about the bad tail.
On this page
- Where the points actually come fromcompleted
- Is the required clearing rate reachable at all?completed
- A learned survival estimate inside the reference searchcompleted
- Survival instinct — never place a disc where it can't clear verticallypreregistered
- Weighting the worst outcomes at the rootrejected
- Risk sensitiverejected
- Critical riskunknown
- Tail-survival CEMrejected
- Viability controllerrejected
- Learning a policy with explicit safety constraintsrejected
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.
- Both machines pay 3 per pull on average. A player who cares only about the mean cannot tell them apart.
- 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.
- 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.
- Rank the machines again under that objective. Machine A wins.
- 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.
- 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:
- Where the points actually come from, the measurement above.
- Is the required clearing rate reachable at all?, which asks what clear rate survival needs and whether any player reaches it.
- A learned survival estimate inside the reference search, a leaf that predicts remaining lifetime.
- Weighting the bad outcomes at the root, a root value that is part average and part worst case.
- Risk sensitive and Critical risk, earlier risk rules in the heuristic family.
- Tail-survival CEM and Viability controller, which optimise the tail of the lifetime directly.
- Learning a policy with explicit safety constraints, which treats the risk of dying as a constraint to be held under a limit.
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.