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README.md
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- self-play
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- jax
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- flax
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- simba
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license: apache-2.0
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datasets:
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- self-play
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pipeline_tag: reinforcement-learning
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---
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# Gin Rummy MDP
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```bash
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# Download the R42 checkpoint
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pip install huggingface_hub
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python -c "
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from huggingface_hub import hf_hub_download
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)
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```
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##
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|---|---|
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| **Architecture** | `ActorCriticSimBaAux` -- SimBa with residual blocks + auxiliary heads |
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| **Parameters** | ~4.5M |
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| **Checkpoint size** | ~18 MB (`.pkl`, pickled JAX arrays) |
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| **Hidden dim** | 1024 |
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| **Residual blocks** | 2 |
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| **Normalization** | LayerNorm |
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| **Training steps** | 1.4 billion environment steps (PPO self-play) |
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| **Framework** | JAX + Flax Linen |
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| **Observation dim** | 342 |
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| **Action dim** | 16 |
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- **3 phase-specific value heads** -- separate critics for draw, discard, and knock phases
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- **Auxiliary head** -- opponent deadwood prediction (helps the agent reason about opponent hand strength)
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##
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- Cards in hand, discard pile top, known/unknown cards
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- Meld structure and deadwood count
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- Turn number, stock size, phase indicator
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- Gin rating, opponent deadwood estimate, unseen card pool statistics
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##
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###
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- **
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- **
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- **Deadwood values**: Ace=1, 2--9=face value, 10/J/Q/K=10
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with open("checkpoints/r42/stage1_final.pkl", "rb") as f:
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params = pickle.load(f)
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#
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network = ActorCriticSimBaAux(action_dim=16, hidden_dim=1024, num_blocks=2)
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dummy_obs = jnp.zeros((342,), dtype=jnp.float32)
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logits, v_draw, v_discard, v_knock, opp_dw_pred = network.apply(params, dummy_obs)
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```
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- JAX (CPU is fine -- model is tiny, runs in milliseconds)
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- Flax
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- The game engine from [GoodStartLabs/GinRummyMdp](https://github.com/GoodStartLabs/GinRummyMdp)
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```
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| File | Steps | Size |
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| `checkpoints/r42/stage1_final.pkl` | 1.4B (final) | 18 MB |
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| `checkpoints/r42/stage1_100M.pkl` | 100M | 18 MB |
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| `checkpoints/r42/stage1_200M.pkl` | 200M | 18 MB |
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| `checkpoints/r42/stage1_300M.pkl` | 300M | 18 MB |
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| `checkpoints/r42/stage1_400M.pkl` | 400M | 18 MB |
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| `checkpoints/r42/stage1_500M.pkl` | 500M | 18 MB |
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| `checkpoints/r42/stage1_600M.pkl` | 600M | 18 MB |
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| `checkpoints/r42/stage1_700M.pkl` | 700M | 18 MB |
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| `checkpoints/r42/stage1_800M.pkl` | 800M | 18 MB |
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| `checkpoints/r42/stage1_900M.pkl` | 900M | 18 MB |
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| `checkpoints/r42/stage1_1000M.pkl` | 1.0B | 18 MB |
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| `checkpoints/r42/stage1_1100M.pkl` | 1.1B | 18 MB |
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| `checkpoints/r42/stage1_1200M.pkl` | 1.2B | 18 MB |
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| `checkpoints/r42/stage1_1300M.pkl` | 1.3B | 18 MB |
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| `checkpoints/r42/stage1_1400M.pkl` | 1.4B | 18 MB |
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- `configs/` -- Training configuration files
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- **Hyperparameters**: lr=2.5e-4 (annealed), 4096 parallel envs, 128 steps/rollout, 4 minibatches, 4 update epochs, gamma=1.0, GAE lambda=0.98, clip=0.2, entropy=0.025
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- **Auxiliary loss**: opponent deadwood prediction (coef=0.1)
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- **Infrastructure**: NVIDIA A40 GPU, ~18 hours wall time
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- Supports thousands of parallel games for fast self-play training
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- Web UI for human vs. model play
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- self-play
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- jax
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- flax
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license: apache-2.0
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pipeline_tag: reinforcement-learning
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---
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# Gin Rummy MDP
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A reinforcement learning model for [Gin Rummy](https://en.wikipedia.org/wiki/Gin_rummy), trained via PPO self-play in pure JAX.
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**R42** is the latest checkpoint: a 4.58M parameter SimBa residual network trained for 1.4 billion environment steps against a mixed curriculum of opponents. The checkpoint is an 18 MB pickle file that runs on CPU with no GPU required.
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**Play it live:** [https://sleeping-frames-coalition-justin.trycloudflare.com](https://sleeping-frames-coalition-justin.trycloudflare.com)
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| 23 |
+
**Source code:** [github.com/GoodStartLabs/gin-rummy-mdp](https://github.com/GoodStartLabs/gin-rummy-mdp) (not required to use the model)
|
| 24 |
|
| 25 |
+
---
|
| 26 |
+
|
| 27 |
+
## Table of Contents
|
| 28 |
+
|
| 29 |
+
1. [Quick Start (Python)](#1-quick-start-python)
|
| 30 |
+
2. [Card Encoding](#2-card-encoding)
|
| 31 |
+
3. [Action Space](#3-action-space)
|
| 32 |
+
4. [Game Flow](#4-game-flow)
|
| 33 |
+
5. [Observation Vector (342 dimensions)](#5-observation-vector-342-dimensions)
|
| 34 |
+
6. [Network Architecture](#6-network-architecture)
|
| 35 |
+
7. [Checkpoint Format](#7-checkpoint-format)
|
| 36 |
+
8. [Inference Step by Step](#8-inference-step-by-step)
|
| 37 |
+
9. [Legal Action Rules](#9-legal-action-rules)
|
| 38 |
+
10. [Scoring Rules](#10-scoring-rules)
|
| 39 |
+
11. [PyTorch Reference Implementation](#11-pytorch-reference-implementation)
|
| 40 |
+
12. [Available Checkpoints](#12-available-checkpoints)
|
| 41 |
+
13. [Training Details](#13-training-details)
|
| 42 |
+
|
| 43 |
+
---
|
| 44 |
+
|
| 45 |
+
## 1. Quick Start (Python)
|
| 46 |
|
| 47 |
```bash
|
| 48 |
+
pip install jax flax huggingface_hub
|
| 49 |
+
```
|
| 50 |
+
|
| 51 |
+
```python
|
|
|
|
|
|
|
|
|
|
|
|
|
| 52 |
from huggingface_hub import hf_hub_download
|
| 53 |
+
import pickle, jax.numpy as jnp
|
| 54 |
+
|
| 55 |
+
# Download the R42 final checkpoint (1.4B steps)
|
| 56 |
+
path = hf_hub_download(
|
| 57 |
+
repo_id="GoodStartLabs/gin-rummy-mdp",
|
| 58 |
+
filename="checkpoints/r42/stage1_final.pkl",
|
| 59 |
+
repo_type="model",
|
| 60 |
)
|
|
|
|
| 61 |
|
| 62 |
+
# Load parameters
|
| 63 |
+
with open(path, "rb") as f:
|
| 64 |
+
params = pickle.load(f)
|
| 65 |
+
p = params.get("params", params)
|
| 66 |
+
|
| 67 |
+
# p is a dict of weight arrays — see "Checkpoint Format" below
|
| 68 |
+
print(sorted(p.keys()))
|
| 69 |
+
# ['Dense_0', 'Dense_1', ..., 'LayerNorm_0', ..., 'opp_dw_pred', 'value_discard', 'value_draw', 'value_knock']
|
| 70 |
```
|
| 71 |
|
| 72 |
+
---
|
| 73 |
|
| 74 |
+
## 2. Card Encoding
|
| 75 |
|
| 76 |
+
Cards are integers **0 through 51**.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 77 |
|
| 78 |
+
```
|
| 79 |
+
suit = card // 13 (0=Spades, 1=Hearts, 2=Diamonds, 3=Clubs)
|
| 80 |
+
rank = card % 13 (0=Ace, 1=Two, 2=Three, ..., 9=Ten, 10=Jack, 11=Queen, 12=King)
|
| 81 |
+
```
|
| 82 |
|
| 83 |
+
### Full Mapping
|
| 84 |
+
|
| 85 |
+
| Card | Suit | Rank | Name |
|
| 86 |
+
|------|------|------|------|
|
| 87 |
+
| 0 | Spades | 0 | Ace of Spades |
|
| 88 |
+
| 1 | Spades | 1 | Two of Spades |
|
| 89 |
+
| 2 | Spades | 2 | Three of Spades |
|
| 90 |
+
| ... | ... | ... | ... |
|
| 91 |
+
| 9 | Spades | 9 | Ten of Spades |
|
| 92 |
+
| 10 | Spades | 10 | Jack of Spades |
|
| 93 |
+
| 11 | Spades | 11 | Queen of Spades |
|
| 94 |
+
| 12 | Spades | 12 | King of Spades |
|
| 95 |
+
| 13 | Hearts | 0 | Ace of Hearts |
|
| 96 |
+
| 14 | Hearts | 1 | Two of Hearts |
|
| 97 |
+
| ... | ... | ... | ... |
|
| 98 |
+
| 25 | Hearts | 12 | King of Hearts |
|
| 99 |
+
| 26 | Diamonds | 0 | Ace of Diamonds |
|
| 100 |
+
| ... | ... | ... | ... |
|
| 101 |
+
| 38 | Diamonds | 12 | King of Diamonds |
|
| 102 |
+
| 39 | Clubs | 0 | Ace of Clubs |
|
| 103 |
+
| ... | ... | ... | ... |
|
| 104 |
+
| 51 | Clubs | 12 | King of Clubs |
|
| 105 |
+
|
| 106 |
+
### Deadwood Values
|
| 107 |
+
|
| 108 |
+
| Rank | Card | Deadwood Points |
|
| 109 |
+
|------|------|-----------------|
|
| 110 |
+
| 0 | Ace | 1 |
|
| 111 |
+
| 1 | Two | 2 |
|
| 112 |
+
| 2 | Three | 3 |
|
| 113 |
+
| 3 | Four | 4 |
|
| 114 |
+
| 4 | Five | 5 |
|
| 115 |
+
| 5 | Six | 6 |
|
| 116 |
+
| 6 | Seven | 7 |
|
| 117 |
+
| 7 | Eight | 8 |
|
| 118 |
+
| 8 | Nine | 9 |
|
| 119 |
+
| 9 | Ten | 10 |
|
| 120 |
+
| 10 | Jack | 10 |
|
| 121 |
+
| 11 | Queen | 10 |
|
| 122 |
+
| 12 | King | 10 |
|
| 123 |
+
|
| 124 |
+
### Melds
|
| 125 |
+
|
| 126 |
+
- **Set (group):** 3 or 4 cards of the same rank, any suits. Example: 5 of Spades (4), 5 of Hearts (17), 5 of Clubs (43).
|
| 127 |
+
- **Run (sequence):** 3+ consecutive ranks in the same suit. Example: 3/4/5 of Diamonds (28, 29, 30). Aces are low only (A-2-3 is valid, Q-K-A is not).
|
| 128 |
|
| 129 |
+
---
|
|
|
|
|
|
|
| 130 |
|
| 131 |
+
## 3. Action Space
|
| 132 |
+
|
| 133 |
+
The model uses a **unified 16-action space** across all phases. The game phase determines which actions are legal.
|
| 134 |
+
|
| 135 |
+
| Action | Phase | Meaning |
|
| 136 |
+
|--------|-------|---------|
|
| 137 |
+
| 0 | Draw | Draw from stock pile (face-down) |
|
| 138 |
+
| 1 | Draw | Draw from discard pile (face-up top card) |
|
| 139 |
+
| 2 | Discard | Discard card at hand index 0 |
|
| 140 |
+
| 3 | Discard | Discard card at hand index 1 |
|
| 141 |
+
| 4 | Discard | Discard card at hand index 2 |
|
| 142 |
+
| 5 | Discard | Discard card at hand index 3 |
|
| 143 |
+
| 6 | Discard | Discard card at hand index 4 |
|
| 144 |
+
| 7 | Discard | Discard card at hand index 5 |
|
| 145 |
+
| 8 | Discard | Discard card at hand index 6 |
|
| 146 |
+
| 9 | Discard | Discard card at hand index 7 |
|
| 147 |
+
| 10 | Discard | Discard card at hand index 8 |
|
| 148 |
+
| 11 | Discard | Discard card at hand index 9 |
|
| 149 |
+
| 12 | Discard | Discard card at hand index 10 |
|
| 150 |
+
| 13 | Knock Decision | Continue playing (don't knock) |
|
| 151 |
+
| 14 | Knock Decision | Knock (requires deadwood <= 10) |
|
| 152 |
+
| 15 | Knock Decision | Gin (requires deadwood = 0) |
|
| 153 |
|
| 154 |
+
---
|
|
|
|
|
|
|
|
|
|
|
|
|
| 155 |
|
| 156 |
+
## 4. Game Flow
|
| 157 |
|
| 158 |
+
```
|
| 159 |
+
Deal: 10 cards each, 1 upcard placed on discard pile
|
| 160 |
+
|
|
| 161 |
+
v
|
| 162 |
+
+-> [DRAW PHASE] -- Player draws 1 card (from stock or discard)
|
| 163 |
+
| |
|
| 164 |
+
| v
|
| 165 |
+
| [DISCARD PHASE] -- Player discards 1 card (now has 10 again)
|
| 166 |
+
| |
|
| 167 |
+
| v
|
| 168 |
+
| Deadwood <= 10? --No--> Switch to other player, go to DRAW
|
| 169 |
+
| |
|
| 170 |
+
| Yes
|
| 171 |
+
| v
|
| 172 |
+
| [KNOCK DECISION]
|
| 173 |
+
| |
|
| 174 |
+
| Continue? --Yes--> Switch to other player, go to DRAW
|
| 175 |
+
| |
|
| 176 |
+
| No (Knock or Gin)
|
| 177 |
+
| v
|
| 178 |
+
+ [GAME OVER] -- Score the hand
|
| 179 |
+
```
|
| 180 |
|
| 181 |
+
### Terminal Conditions
|
| 182 |
|
| 183 |
+
- **Knock:** Player declares knock (deadwood 1-10). Score is computed with layoffs.
|
| 184 |
+
- **Gin:** Player declares gin (deadwood 0). Bonus awarded, no layoffs for defender.
|
| 185 |
+
- **Stock exhausted:** When 2 or fewer cards remain in the stock pile, the hand is a draw (no points awarded).
|
|
|
|
| 186 |
|
| 187 |
+
---
|
| 188 |
|
| 189 |
+
## 5. Observation Vector (342 dimensions)
|
| 190 |
+
|
| 191 |
+
The model receives a flat `float32[342]` vector. Every feature is documented below with its exact index range.
|
| 192 |
+
|
| 193 |
+
| Index Range | Dims | Feature | Value Range |
|
| 194 |
+
|-------------|------|---------|-------------|
|
| 195 |
+
| `0:52` | 52 | **Hand mask** — 1.0 if card is in the player's hand | binary {0, 1} |
|
| 196 |
+
| `52:104` | 52 | **Discard pile visible** — 1.0 if card has been discarded | binary {0, 1} |
|
| 197 |
+
| `104:156` | 52 | **Discard top card** — one-hot encoding of the top discard card | one-hot |
|
| 198 |
+
| `156` | 1 | **Deadwood** — player's current deadwood / 100 | [0, 1] |
|
| 199 |
+
| `157:161` | 4 | **Phase** — one-hot (draw / discard / knock_decision / game_over) | one-hot |
|
| 200 |
+
| `161` | 1 | **Hand size** — number of cards in hand / 11 | [0, 1] |
|
| 201 |
+
| `162` | 1 | **Discard pile size** — cards in discard / 52 | [0, 1] |
|
| 202 |
+
| `163` | 1 | **Stock remaining** — cards left in stock / 31 | [0, 1] |
|
| 203 |
+
| `164` | 1 | **Turn count** — turns elapsed / 35 | [0, 1] |
|
| 204 |
+
| `165` | 1 | **Can knock** — 1.0 if deadwood <= 10 | binary {0, 1} |
|
| 205 |
+
| `166:177` | 11 | **Discard deadwood** — deadwood after discarding each hand slot / 100 | [0, 1] |
|
| 206 |
+
| `177` | 1 | **Draw-from-discard deadwood** — best deadwood if drawing top discard / 100 | [0, 1] |
|
| 207 |
+
| `178:230` | 52 | **Opponent drew-from-discard** — 1.0 for each card opponent picked from discard | binary {0, 1} |
|
| 208 |
+
| `230:282` | 52 | **Opponent declined-discard** — 1.0 for each card opponent chose not to pick | binary {0, 1} |
|
| 209 |
+
| `282` | 1 | **Opponent estimated deadwood** — heuristic estimate from card counting | [0, 1] |
|
| 210 |
+
| `283:294` | 11 | **Discard safety** — safety score per hand slot (high = opponent unlikely to want it) | [0, 1] |
|
| 211 |
+
| `294` | 1 | **Undercut risk** — risk of being undercut if knocking now | [0, 1] |
|
| 212 |
+
| `295:306` | 11 | **Meld membership** — 1.0 if discarding that slot increases deadwood | binary {0, 1} |
|
| 213 |
+
| `306:317` | 11 | **Connector scores** — how many unseen cards could complete melds with each hand card | [0, 1] |
|
| 214 |
+
| `317` | 1 | **Fraction of hand in melds** — sum(meld_membership) / 10 | [0, 1] |
|
| 215 |
+
| `318` | 1 | **Cards from gin** — unmelded cards / 10 | [0, 1] |
|
| 216 |
+
| `319` | 1 | **Game urgency** — 1.0 - stock_remaining (increases as deck runs out) | [0, 1] |
|
| 217 |
+
| `320` | 1 | **Knock margin estimate** — (est_opp_dw - our_dw) / 50 | [-1, 1] |
|
| 218 |
+
| `321` | 1 | **Opponent draw activity** — opponent discard draws / 5 | [0, 1] |
|
| 219 |
+
| `322:342` | 20 | **Opponent type** — one-hot encoding of opponent type ID | one-hot |
|
| 220 |
+
|
| 221 |
+
**Notes:**
|
| 222 |
+
- Index `163`: stock is normalized by 31 (52 total - 21 dealt cards = 31 initial stock).
|
| 223 |
+
- Index `166:177`: invalid hand slots (index >= hand_size) are padded with 1.0.
|
| 224 |
+
- Index `177`: set to 1.0 if discard pile is empty.
|
| 225 |
+
- Index `322:342`: set to all zeros for unknown opponents or during human play.
|
| 226 |
|
| 227 |
+
---
|
|
|
|
|
|
|
| 228 |
|
| 229 |
+
## 6. Network Architecture
|
|
|
|
| 230 |
|
| 231 |
+
The R42 model uses a **SimBa (Simplified Balanced) residual architecture** with phase-decomposed value heads and an auxiliary opponent deadwood prediction head.
|
|
|
|
|
|
|
| 232 |
|
| 233 |
+
### Layer-by-Layer Specification
|
| 234 |
+
|
| 235 |
+
```
|
| 236 |
+
Input: float32[342]
|
| 237 |
+
|
|
| 238 |
+
v
|
| 239 |
+
Dense_0: Linear(342 -> 1024) + bias
|
| 240 |
+
| activation: ReLU
|
| 241 |
+
v
|
| 242 |
+
=== Residual Block 1 ===
|
| 243 |
+
|-- save as `residual`
|
| 244 |
+
| LayerNorm_0: scale[1024], bias[1024], eps=1e-5
|
| 245 |
+
| Dense_1: Linear(1024 -> 1024) + bias
|
| 246 |
+
| activation: ReLU
|
| 247 |
+
| Dense_2: Linear(1024 -> 1024) + bias (NO activation)
|
| 248 |
+
|-- x = residual + x
|
| 249 |
+
v
|
| 250 |
+
=== Residual Block 2 ===
|
| 251 |
+
|-- save as `residual`
|
| 252 |
+
| LayerNorm_1: scale[1024], bias[1024], eps=1e-5
|
| 253 |
+
| Dense_3: Linear(1024 -> 1024) + bias
|
| 254 |
+
| activation: ReLU
|
| 255 |
+
| Dense_4: Linear(1024 -> 1024) + bias (NO activation)
|
| 256 |
+
|-- x = residual + x
|
| 257 |
+
v
|
| 258 |
+
LayerNorm_2: scale[1024], bias[1024], eps=1e-5
|
| 259 |
+
|
|
| 260 |
+
v (shared features, used by all heads below)
|
| 261 |
+
|
|
| 262 |
+
+-- Dense_5: Linear(1024 -> 16) --> action logits
|
| 263 |
+
+-- value_draw: Linear(1024 -> 1) --> value estimate (draw phase)
|
| 264 |
+
+-- value_discard: Linear(1024 -> 1) --> value estimate (discard phase)
|
| 265 |
+
+-- value_knock: Linear(1024 -> 1) --> value estimate (knock decision phase)
|
| 266 |
+
+-- opp_dw_pred: Linear(1024 -> 1) --> auxiliary opponent deadwood prediction
|
| 267 |
```
|
| 268 |
|
| 269 |
+
### Parameter Count
|
| 270 |
+
|
| 271 |
+
| Layer | Parameters |
|
| 272 |
+
|-------|-----------|
|
| 273 |
+
| Dense_0 (342x1024 + 1024) | 351,232 |
|
| 274 |
+
| Dense_1 (1024x1024 + 1024) | 1,049,600 |
|
| 275 |
+
| Dense_2 (1024x1024 + 1024) | 1,049,600 |
|
| 276 |
+
| Dense_3 (1024x1024 + 1024) | 1,049,600 |
|
| 277 |
+
| Dense_4 (1024x1024 + 1024) | 1,049,600 |
|
| 278 |
+
| Dense_5 (1024x16 + 16) | 16,400 |
|
| 279 |
+
| LayerNorm_0 (1024 + 1024) | 2,048 |
|
| 280 |
+
| LayerNorm_1 (1024 + 1024) | 2,048 |
|
| 281 |
+
| LayerNorm_2 (1024 + 1024) | 2,048 |
|
| 282 |
+
| value_draw (1024x1 + 1) | 1,025 |
|
| 283 |
+
| value_discard (1024x1 + 1) | 1,025 |
|
| 284 |
+
| value_knock (1024x1 + 1) | 1,025 |
|
| 285 |
+
| opp_dw_pred (1024x1 + 1) | 1,025 |
|
| 286 |
+
| **Total** | **4,576,276** |
|
| 287 |
|
| 288 |
+
---
|
|
|
|
|
|
|
|
|
|
| 289 |
|
| 290 |
+
## 7. Checkpoint Format
|
| 291 |
+
|
| 292 |
+
The `.pkl` file is a Python pickle containing a dict:
|
| 293 |
+
|
| 294 |
+
```python
|
| 295 |
+
{
|
| 296 |
+
"params": {
|
| 297 |
+
"Dense_0": {"kernel": float32[342, 1024], "bias": float32[1024]},
|
| 298 |
+
"Dense_1": {"kernel": float32[1024, 1024], "bias": float32[1024]},
|
| 299 |
+
"Dense_2": {"kernel": float32[1024, 1024], "bias": float32[1024]},
|
| 300 |
+
"Dense_3": {"kernel": float32[1024, 1024], "bias": float32[1024]},
|
| 301 |
+
"Dense_4": {"kernel": float32[1024, 1024], "bias": float32[1024]},
|
| 302 |
+
"Dense_5": {"kernel": float32[1024, 16], "bias": float32[16]},
|
| 303 |
+
"LayerNorm_0": {"scale": float32[1024], "bias": float32[1024]},
|
| 304 |
+
"LayerNorm_1": {"scale": float32[1024], "bias": float32[1024]},
|
| 305 |
+
"LayerNorm_2": {"scale": float32[1024], "bias": float32[1024]},
|
| 306 |
+
"value_draw": {"kernel": float32[1024, 1], "bias": float32[1]},
|
| 307 |
+
"value_discard": {"kernel": float32[1024, 1], "bias": float32[1]},
|
| 308 |
+
"value_knock": {"kernel": float32[1024, 1], "bias": float32[1]},
|
| 309 |
+
"opp_dw_pred": {"kernel": float32[1024, 1], "bias": float32[1]},
|
| 310 |
+
}
|
| 311 |
+
}
|
| 312 |
```
|
| 313 |
|
| 314 |
+
**Important:** Flax Dense layers store the kernel as `[input_dim, output_dim]` (NOT transposed). The forward pass computes `output = input @ kernel + bias`.
|
| 315 |
|
| 316 |
+
---
|
| 317 |
|
| 318 |
+
## 8. Inference Step by Step
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 319 |
|
| 320 |
+
```
|
| 321 |
+
1. Construct the 342-dimensional observation vector from game state
|
| 322 |
+
(see Section 5 for the complete index map)
|
| 323 |
+
|
| 324 |
+
2. Forward pass through the network:
|
| 325 |
+
x = relu(obs @ Dense_0.kernel + Dense_0.bias)
|
| 326 |
+
# Residual block 1
|
| 327 |
+
r = x
|
| 328 |
+
x = layer_norm(x, LN0.scale, LN0.bias)
|
| 329 |
+
x = relu(x @ Dense_1.kernel + Dense_1.bias)
|
| 330 |
+
x = x @ Dense_2.kernel + Dense_2.bias
|
| 331 |
+
x = r + x
|
| 332 |
+
# Residual block 2
|
| 333 |
+
r = x
|
| 334 |
+
x = layer_norm(x, LN1.scale, LN1.bias)
|
| 335 |
+
x = relu(x @ Dense_3.kernel + Dense_3.bias)
|
| 336 |
+
x = x @ Dense_4.kernel + Dense_4.bias
|
| 337 |
+
x = r + x
|
| 338 |
+
# Final norm
|
| 339 |
+
x = layer_norm(x, LN2.scale, LN2.bias)
|
| 340 |
+
# Actor head
|
| 341 |
+
logits = x @ Dense_5.kernel + Dense_5.bias # float32[16]
|
| 342 |
+
|
| 343 |
+
3. Compute legal action mask based on current game phase (see Section 9)
|
| 344 |
+
|
| 345 |
+
4. Mask illegal actions:
|
| 346 |
+
for i in range(16):
|
| 347 |
+
if not legal[i]:
|
| 348 |
+
logits[i] = -infinity
|
| 349 |
+
|
| 350 |
+
5. Select action:
|
| 351 |
+
- Greedy: action = argmax(logits)
|
| 352 |
+
- Stochastic: action = sample from softmax(logits)
|
| 353 |
+
|
| 354 |
+
6. Execute the action in your game engine
|
| 355 |
+
```
|
| 356 |
|
| 357 |
+
**LayerNorm formula:**
|
| 358 |
+
```
|
| 359 |
+
layer_norm(x, scale, bias, eps=1e-5):
|
| 360 |
+
mean = mean(x)
|
| 361 |
+
var = var(x)
|
| 362 |
+
x_norm = (x - mean) / sqrt(var + eps)
|
| 363 |
+
return x_norm * scale + bias
|
| 364 |
+
```
|
| 365 |
|
| 366 |
+
---
|
| 367 |
|
| 368 |
+
## 9. Legal Action Rules
|
|
|
|
| 369 |
|
| 370 |
+
### Draw Phase (player has 10 cards)
|
| 371 |
|
| 372 |
+
| Action | Legal When |
|
| 373 |
+
|--------|-----------|
|
| 374 |
+
| 0 (draw stock) | Stock has > 2 cards remaining |
|
| 375 |
+
| 1 (draw discard) | Discard pile is not empty |
|
|
|
|
|
|
|
|
|
|
| 376 |
|
| 377 |
+
Both are typically legal. If stock is nearly exhausted, only discard draw may be available.
|
| 378 |
|
| 379 |
+
### Discard Phase (player has 11 cards)
|
| 380 |
|
| 381 |
+
| Action | Legal When |
|
| 382 |
+
|--------|-----------|
|
| 383 |
+
| 2 through 12 | Hand index (action - 2) < hand_size **AND** the card at that index is not the card just drawn from the discard pile |
|
|
|
|
|
|
|
| 384 |
|
| 385 |
+
The "re-discard ban" prevents immediately returning a card picked up from the discard pile.
|
| 386 |
|
| 387 |
+
### Knock Decision Phase (player has 10 cards, deadwood <= 10)
|
| 388 |
|
| 389 |
+
| Action | Legal When |
|
| 390 |
+
|--------|-----------|
|
| 391 |
+
| 13 (continue) | Always legal |
|
| 392 |
+
| 14 (knock) | Deadwood is 1 through 10 |
|
| 393 |
+
| 15 (gin) | Deadwood is exactly 0 |
|
| 394 |
+
|
| 395 |
+
This phase only occurs when deadwood <= 10 after discarding. If deadwood > 10, the game skips directly to the other player's draw phase.
|
| 396 |
+
|
| 397 |
+
---
|
| 398 |
+
|
| 399 |
+
## 10. Scoring Rules
|
| 400 |
+
|
| 401 |
+
### Normal Knock (deadwood 1-10)
|
| 402 |
+
|
| 403 |
+
1. Knocker reveals hand and forms melds.
|
| 404 |
+
2. Defender reveals hand, forms their own melds, then **lays off** unmelded cards onto the knocker's melds (extending runs or completing sets).
|
| 405 |
+
3. Compare deadwood:
|
| 406 |
+
- **Knocker wins:** knocker_deadwood < defender_deadwood_after_layoffs. Knocker scores the difference.
|
| 407 |
+
- **Undercut:** defender_deadwood_after_layoffs <= knocker_deadwood. Defender scores the difference **+ 25 bonus**.
|
| 408 |
+
|
| 409 |
+
### Gin (deadwood = 0)
|
| 410 |
+
|
| 411 |
+
- Knocker scores defender's deadwood **+ 25 bonus**.
|
| 412 |
+
- Defender gets **no layoffs** against a gin hand.
|
| 413 |
+
|
| 414 |
+
### Stock Exhausted
|
| 415 |
+
|
| 416 |
+
- When 2 or fewer cards remain in the stock pile, the hand ends in a **draw**.
|
| 417 |
+
- Neither player scores any points.
|
| 418 |
+
|
| 419 |
+
### Deadwood Calculation
|
| 420 |
+
|
| 421 |
+
Sum the deadwood values (see Section 2) of all cards NOT part of any meld. The optimal meld arrangement is used (minimizing deadwood).
|
| 422 |
+
|
| 423 |
+
---
|
| 424 |
+
|
| 425 |
+
## 11. PyTorch Reference Implementation
|
| 426 |
+
|
| 427 |
+
A complete, self-contained PyTorch implementation for loading and running the model. No JAX or Flax dependency required.
|
| 428 |
+
|
| 429 |
+
```python
|
| 430 |
+
import pickle
|
| 431 |
+
import numpy as np
|
| 432 |
+
import torch
|
| 433 |
+
import torch.nn as nn
|
| 434 |
+
|
| 435 |
+
|
| 436 |
+
class GinRummyModel(nn.Module):
|
| 437 |
+
"""R42 SimBa architecture with phase-decomposed value heads."""
|
| 438 |
+
|
| 439 |
+
def __init__(self):
|
| 440 |
+
super().__init__()
|
| 441 |
+
# Input projection
|
| 442 |
+
self.dense_0 = nn.Linear(342, 1024)
|
| 443 |
+
# Residual block 1
|
| 444 |
+
self.ln_0 = nn.LayerNorm(1024, eps=1e-5)
|
| 445 |
+
self.dense_1 = nn.Linear(1024, 1024)
|
| 446 |
+
self.dense_2 = nn.Linear(1024, 1024)
|
| 447 |
+
# Residual block 2
|
| 448 |
+
self.ln_1 = nn.LayerNorm(1024, eps=1e-5)
|
| 449 |
+
self.dense_3 = nn.Linear(1024, 1024)
|
| 450 |
+
self.dense_4 = nn.Linear(1024, 1024)
|
| 451 |
+
# Final norm
|
| 452 |
+
self.ln_2 = nn.LayerNorm(1024, eps=1e-5)
|
| 453 |
+
# Output heads
|
| 454 |
+
self.actor = nn.Linear(1024, 16)
|
| 455 |
+
self.value_draw = nn.Linear(1024, 1)
|
| 456 |
+
self.value_discard = nn.Linear(1024, 1)
|
| 457 |
+
self.value_knock = nn.Linear(1024, 1)
|
| 458 |
+
self.opp_dw_pred = nn.Linear(1024, 1)
|
| 459 |
+
|
| 460 |
+
def forward(self, obs):
|
| 461 |
+
"""
|
| 462 |
+
Args:
|
| 463 |
+
obs: float32 tensor of shape (..., 342)
|
| 464 |
+
Returns:
|
| 465 |
+
logits: float32 (..., 16) — raw action logits (mask before use)
|
| 466 |
+
value_draw: float32 (..., 1) — value estimate for draw phase
|
| 467 |
+
value_discard: float32 (..., 1) — value estimate for discard phase
|
| 468 |
+
value_knock: float32 (..., 1) — value estimate for knock phase
|
| 469 |
+
opp_dw_pred: float32 (..., 1) — predicted opponent deadwood
|
| 470 |
+
"""
|
| 471 |
+
# Input projection
|
| 472 |
+
x = torch.relu(self.dense_0(obs))
|
| 473 |
+
|
| 474 |
+
# Residual block 1
|
| 475 |
+
r = x
|
| 476 |
+
x = self.ln_0(x)
|
| 477 |
+
x = torch.relu(self.dense_1(x))
|
| 478 |
+
x = self.dense_2(x)
|
| 479 |
+
x = r + x
|
| 480 |
+
|
| 481 |
+
# Residual block 2
|
| 482 |
+
r = x
|
| 483 |
+
x = self.ln_1(x)
|
| 484 |
+
x = torch.relu(self.dense_3(x))
|
| 485 |
+
x = self.dense_4(x)
|
| 486 |
+
x = r + x
|
| 487 |
+
|
| 488 |
+
# Final norm + heads
|
| 489 |
+
x = self.ln_2(x)
|
| 490 |
+
logits = self.actor(x)
|
| 491 |
+
return (
|
| 492 |
+
logits,
|
| 493 |
+
self.value_draw(x),
|
| 494 |
+
self.value_discard(x),
|
| 495 |
+
self.value_knock(x),
|
| 496 |
+
self.opp_dw_pred(x),
|
| 497 |
+
)
|
| 498 |
+
|
| 499 |
+
|
| 500 |
+
def load_from_pkl(pkl_path: str) -> GinRummyModel:
|
| 501 |
+
"""Load Flax weights from a .pkl checkpoint into PyTorch.
|
| 502 |
+
|
| 503 |
+
Handles the Flax [in, out] -> PyTorch [out, in] kernel transposition.
|
| 504 |
+
"""
|
| 505 |
+
with open(pkl_path, "rb") as f:
|
| 506 |
+
params = pickle.load(f)
|
| 507 |
+
p = params.get("params", params)
|
| 508 |
+
|
| 509 |
+
model = GinRummyModel()
|
| 510 |
+
|
| 511 |
+
def set_linear(module, name):
|
| 512 |
+
# Flax kernel is [in_features, out_features]
|
| 513 |
+
# PyTorch weight is [out_features, in_features]
|
| 514 |
+
module.weight.data = torch.from_numpy(np.array(p[name]["kernel"]).T)
|
| 515 |
+
module.bias.data = torch.from_numpy(np.array(p[name]["bias"]).ravel())
|
| 516 |
+
|
| 517 |
+
def set_ln(module, name):
|
| 518 |
+
module.weight.data = torch.from_numpy(np.array(p[name]["scale"]))
|
| 519 |
+
module.bias.data = torch.from_numpy(np.array(p[name]["bias"]))
|
| 520 |
+
|
| 521 |
+
set_linear(model.dense_0, "Dense_0")
|
| 522 |
+
set_linear(model.dense_1, "Dense_1")
|
| 523 |
+
set_linear(model.dense_2, "Dense_2")
|
| 524 |
+
set_linear(model.dense_3, "Dense_3")
|
| 525 |
+
set_linear(model.dense_4, "Dense_4")
|
| 526 |
+
set_linear(model.actor, "Dense_5")
|
| 527 |
+
set_linear(model.value_draw, "value_draw")
|
| 528 |
+
set_linear(model.value_discard, "value_discard")
|
| 529 |
+
set_linear(model.value_knock, "value_knock")
|
| 530 |
+
set_linear(model.opp_dw_pred, "opp_dw_pred")
|
| 531 |
+
set_ln(model.ln_0, "LayerNorm_0")
|
| 532 |
+
set_ln(model.ln_1, "LayerNorm_1")
|
| 533 |
+
set_ln(model.ln_2, "LayerNorm_2")
|
| 534 |
+
|
| 535 |
+
model.eval()
|
| 536 |
+
return model
|
| 537 |
+
|
| 538 |
+
|
| 539 |
+
# --- Usage example ---
|
| 540 |
+
if __name__ == "__main__":
|
| 541 |
+
from huggingface_hub import hf_hub_download
|
| 542 |
+
|
| 543 |
+
path = hf_hub_download(
|
| 544 |
+
repo_id="GoodStartLabs/gin-rummy-mdp",
|
| 545 |
+
filename="checkpoints/r42/stage1_final.pkl",
|
| 546 |
+
repo_type="model",
|
| 547 |
+
)
|
| 548 |
+
model = load_from_pkl(path)
|
| 549 |
+
|
| 550 |
+
# Create a dummy observation (all zeros)
|
| 551 |
+
obs = torch.zeros(342)
|
| 552 |
+
with torch.no_grad():
|
| 553 |
+
logits, v_draw, v_discard, v_knock, opp_dw = model(obs)
|
| 554 |
+
print(f"Logits shape: {logits.shape}") # torch.Size([16])
|
| 555 |
+
print(f"Top action: {logits.argmax().item()}")
|
| 556 |
```
|
| 557 |
+
|
| 558 |
+
---
|
| 559 |
+
|
| 560 |
+
## 12. Available Checkpoints
|
| 561 |
+
|
| 562 |
+
### R42 (latest, recommended)
|
| 563 |
+
|
| 564 |
+
SimBa + auxiliary heads, trained with mixed opponent curriculum. **Use `stage1_final.pkl` unless you need an intermediate snapshot.**
|
| 565 |
+
|
| 566 |
+
| File | Steps | Notes |
|
| 567 |
+
|------|-------|-------|
|
| 568 |
+
| `checkpoints/r42/stage1_final.pkl` | 1.4B | Final model (recommended) |
|
| 569 |
+
| `checkpoints/r42/stage1_1400M.pkl` | 1.4B | Same as final |
|
| 570 |
+
| `checkpoints/r42/stage1_1300M.pkl` | 1.3B | |
|
| 571 |
+
| `checkpoints/r42/stage1_1200M.pkl` | 1.2B | |
|
| 572 |
+
| `checkpoints/r42/stage1_1100M.pkl` | 1.1B | |
|
| 573 |
+
| `checkpoints/r42/stage1_1000M.pkl` | 1.0B | |
|
| 574 |
+
| `checkpoints/r42/stage1_900M.pkl` | 900M | |
|
| 575 |
+
| `checkpoints/r42/stage1_800M.pkl` | 800M | |
|
| 576 |
+
| `checkpoints/r42/stage1_700M.pkl` | 700M | |
|
| 577 |
+
| `checkpoints/r42/stage1_600M.pkl` | 600M | |
|
| 578 |
+
| `checkpoints/r42/stage1_500M.pkl` | 500M | |
|
| 579 |
+
| `checkpoints/r42/stage1_400M.pkl` | 400M | |
|
| 580 |
+
| `checkpoints/r42/stage1_300M.pkl` | 300M | |
|
| 581 |
+
| `checkpoints/r42/stage1_200M.pkl` | 200M | |
|
| 582 |
+
| `checkpoints/r42/stage1_100M.pkl` | 100M | |
|
| 583 |
+
| `checkpoints/r42/run42_config.toml` | — | Training configuration |
|
| 584 |
+
|
| 585 |
+
### Older Runs
|
| 586 |
+
|
| 587 |
+
| Path | Architecture | Notes |
|
| 588 |
+
|------|-------------|-------|
|
| 589 |
+
| `checkpoints/r40/` | SimBa | 700M steps, predecessor to R42 |
|
| 590 |
+
| `checkpoints/r39/` | SimBa | 900M steps |
|
| 591 |
+
| `checkpoints/r37_*.pkl`, `r38_*.pkl` | SimBa | Earlier experiments |
|
| 592 |
+
| `checkpoints/r33/`, `r34/`, `r35/`, `r36/` | SimBa | Older runs with different obs dims |
|
| 593 |
+
| `checkpoints/r24_*`, `r25_*`, `r26_*` | MLP (no residual) | Early MLP architecture |
|
| 594 |
+
|
| 595 |
+
### Other Files
|
| 596 |
+
|
| 597 |
+
| Path | Description |
|
| 598 |
+
|------|-------------|
|
| 599 |
+
| `human_games/*.json` | Recorded games from human play sessions |
|
| 600 |
+
| `configs/run26_config.toml` | Example training config |
|
| 601 |
+
|
| 602 |
+
> **Compatibility note:** Checkpoints from R39 and later use the same 342-dim observation and SimBa architecture as R42. Earlier runs (R24-R38) use different observation sizes or architectures and are not interchangeable.
|
| 603 |
+
|
| 604 |
+
---
|
| 605 |
+
|
| 606 |
+
## 13. Training Details
|
| 607 |
+
|
| 608 |
+
| Parameter | Value |
|
| 609 |
+
|-----------|-------|
|
| 610 |
+
| Algorithm | PPO (Proximal Policy Optimization) |
|
| 611 |
+
| Total environment steps | 1.4 billion |
|
| 612 |
+
| Architecture | SimBa (residual + LayerNorm), 4.58M params |
|
| 613 |
+
| Learning rate | 2.5e-4 (annealed to 0) |
|
| 614 |
+
| Environments (parallel) | 4,096 |
|
| 615 |
+
| Steps per rollout | 128 |
|
| 616 |
+
| Minibatches | 4 |
|
| 617 |
+
| Update epochs | 4 |
|
| 618 |
+
| Discount (gamma) | 1.0 |
|
| 619 |
+
| GAE lambda | 0.98 |
|
| 620 |
+
| Clip epsilon | 0.2 |
|
| 621 |
+
| Entropy coefficient | 0.025 |
|
| 622 |
+
| Value function coefficient | 0.75 |
|
| 623 |
+
| Max gradient norm | 0.5 |
|
| 624 |
+
| Reward | Categorical terminal (+1 gin, +0.25..+0.70 knock win, -0.15..-0.85 losses) |
|
| 625 |
+
| Auxiliary loss | Opponent deadwood prediction (coefficient 0.1) |
|
| 626 |
+
| P0/P1 alternation | Agent plays as both first and second player |
|
| 627 |
+
|
| 628 |
+
### Opponent Curriculum
|
| 629 |
+
|
| 630 |
+
The agent trains against a mix of opponents, sampled per-episode:
|
| 631 |
+
|
| 632 |
+
| Opponent | Probability | Description |
|
| 633 |
+
|----------|------------|-------------|
|
| 634 |
+
| Heuristic | 30% | Rule-based player with meld tracking |
|
| 635 |
+
| Aggressive Knock | 15% | Knocks as soon as legally possible |
|
| 636 |
+
| Meld Builder | 10% | Prioritizes forming melds over low deadwood |
|
| 637 |
+
| Early Knock | 10% | Targets fast knocks with moderate deadwood |
|
| 638 |
+
| Defensive | 10% | Conservative, safety-focused play |
|
| 639 |
+
| Superhuman Lv5 | 10% | Strong opponent with deep card tracking |
|
| 640 |
+
| Frozen Self | 5% | Past checkpoint of the learning agent |
|
| 641 |
+
| Superhuman Lv4 | 5% | Moderate-strength superhuman |
|
| 642 |
+
| Superhuman Lv7 | 5% | Advanced opponent with aggressive timing |
|
| 643 |
+
|
| 644 |
+
---
|
| 645 |
+
|
| 646 |
+
## License
|
| 647 |
+
|
| 648 |
+
Apache 2.0
|