Learning and training
Policies, teachers, and learning from played games.
Terms on this page
- policy
A rule that maps what the player sees to a column.
- public-information policy
A policy that reads only the board, the next disc, the rise clock and the terminal flag. The only kind eligible for the million-point claim.
- information boundary
The line between what a policy may read (public) and may not (seed, hidden values, future discs, score, level, move number).
- oracle / teacher / privileged
A planner allowed to read hidden information, used only to produce training labels or diagnostics.
- student
A public policy trained from a teacher's labels.
- value / value function
A prediction of how a game will go from a position.
- afterstate
The board after a move resolves, before the next disc is dealt. Evaluating afterstates removes the need for a separate action input.
- sibling extrapolation
A model trained only on played moves being asked to rank unplayed ones. → concept
- successor-closed data
Training data in which every legal sibling at every position is labelled.
- n-tuple network
An evaluator that looks up learned weights for many small patterns of cells and adds them.
- NNUE
"Efficiently updatable neural network": a small network designed so a board's evaluation can be updated incrementally after a move.
- policy gradient / PPO / DQN
Reinforcement-learning methods that adjust a policy or value network from play experience.
- self-play
Generating training data by having the current policy (or a search guided by it) play games.
- policy iteration
Alternating between evaluating a policy and improving it; the loop the scale-out direction proposes. → concept
- temporal difference (TD)
Learning a value function by nudging the prediction at one position toward the reward received plus the prediction at the next position, so later predictions teach earlier ones.
- replay buffer
A store of past positions and outcomes that training samples from repeatedly, so one game's data is used more than once and consecutive samples are less correlated.
- actor and critic
Two learned parts of one player: the actor picks columns and the critic predicts how the game will go, and the critic's judgment tells the actor which choices to reinforce.
- behaviour cloning
Training a policy to copy a teacher's recorded choices directly, position by position, with no reward signal.
- distillation
Training one model to reproduce another's outputs, so a slow or privileged teacher's judgment can be carried by a small public student.
- DAgger
Dataset aggregation: the student plays, the teacher labels the positions the student actually reached, and those labels join the training set, so the student is corrected on its own mistakes.
- quantile label
A training target that records several points of the distribution of outcomes from a position, so the model learns how wide the spread is as well as where its centre lies.
- evolution strategies
Optimisers that improve a set of weights by sampling variations, scoring each with complete games, and moving toward the variations that scored best. CEM and CMA-ES are two of them.
- cross-entropy method (CEM)
An optimiser that samples a population of weight settings, keeps the best-scoring fraction, refits the sampling distribution to them, and repeats.
- CMA-ES
Covariance matrix adaptation evolution strategy: an optimiser that samples weights from a Gaussian and adapts its mean and covariance toward the samples that scored best.