--- 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

Connect Four example position

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_