c4_v2 / README.md
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---
dataset_info:
features:
- name: state
dtype: string
- name: turn
dtype: string
- name: negamax
list: string
- name: optimal
dtype: string
- name: stage
dtype: string
- name: outcome
dtype: string
- name: final_move
dtype: int64
- name: depth
dtype: int64
- name: assistant_threats
dtype: string
splits:
- name: train
num_bytes: 505934787
num_examples: 2000000
- name: test
num_bytes: 19273018
num_examples: 76145
download_size: 183716944
dataset_size: 525207805
configs:
- config_name: default
data_files:
- split: train
path: data/train-*
- split: test
path: data/test-*
license: apache-2.0
tags:
- connect4
- board_game
---
# Parsenal/c4_v2
The dataset contains about **2.076M positions**, with **76.1k positions reserved for the test split**.
## Overview
This dataset was created to provide rich supervision for Connect Four models.
For each board position, the action value of every valid move is computed using a solver:
- Solver: https://github.com/ChristopheSteininger/c4.git
The core signal is the solver-produced **negamax list** over valid moves.
Aside from threat annotations, most other targets can be derived directly from this list.
## Data generation
- Games were generated by solver play with **epsilon-greedy** action selection.
- This produced a distribution of positions from roughly **250k games**.
- Positions were shuffled.
- **76.1k positions** were selected for the test split.
- **Mirror duplicates were intentionally excluded**.
## Labels and supervision
For each position, the dataset provides supervision that can support several training objectives:
- **Optimal move**
- **Threat masks**
- **Per-move action values** for valid moves
- Signals that can be reduced to **position value** or related targets from the action-value / negamax outputs
### Threat definitions
<p align="left">
<img src="threats.png" alt="Connect Four example position" width="300">
</p>
Threat annotations follow the definitions from **James D. Allen, _The Complete Book of Connect Four_**.
### Optimal move tie-breaking
When more than one move is optimal, the selected target move is chosen by the following rules:
1. Choose the **most central** optimal move.
2. If there is still a tie, choose the **leftmost** move.
## Intended use
This dataset was used to train **`granite_4_in_a_row`** by teaching the model to:
- output **threat masks**
- predict the **optimal move**
However, the dataset contains much richer supervision than that setup alone. It can also be used for:
- **value prediction**
- **action-value prediction**
- multi-task training over **threats + policy + value**
## Notes and limitations
- Because games are generated with **epsilon-greedy** play, the position distribution is not the same as pure optimal play or human play.
- **Mirrored positions are excluded**, so to try symmetry augmentation you should add it separately.
## Attribution
Solver used for annotation and game generation:
- https://github.com/ChristopheSteininger/c4.git
Threat definitions based on:
- James D. Allen, _The Complete Book of Connect Four_