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README.md
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- config_name: default
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data_files:
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- split: train
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path: data/train.parquet
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- split: test
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path: data/test.parquet
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- split: validation
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path: data/validation.parquet
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language:
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- en
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tags:
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## Dataset Structure
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This dataset stores evaluations for game positions in Ultimate Tic-Tac-Toe. Each data point represents a specific game state and its associated evaluation metrics.
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**Features:**
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* **`symbol` (int64):**
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* Indicates the symbol placed on the board (e.g., X = 1, 0 = 2).
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## Dataset Creation
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### Dataset Splitting
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The dataset was split into a train, test, and validation set, with a distribution randomized around the idea of ensuring the correct amount depth in each set
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(i.e. The train set has 70% of depth 0, 1, 2, ... gamestates, the test has 20%, etc.).
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* **Training Set:** The training set consists of 70% of the data.
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* **Testing Set:** The test set constains 20% of the data.
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- config_name: default
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data_files:
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- split: train
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path: data/full_dataset/train.parquet
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- split: test
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path: data/full_dataset/test.parquet
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- split: validation
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path: data/full_dataset/validation.parquet
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language:
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- en
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tags:
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## Dataset Structure
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### Full Dataset
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This dataset stores evaluations for game positions in Ultimate Tic-Tac-Toe. Each data point represents a specific game state and its associated evaluation metrics.
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The full dataset stores all of the refactored data from the original dataset
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**Features:**
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* **`symbol` (int64):**
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* Indicates the symbol placed on the board (e.g., X = 1, 0 = 2).
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### State Evaluation
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This subdirectory contains the MCTS evaluation of a given U3T position, given a tensor gamestate. Important details on what the "score" is are described below.
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This streamlines the process of making game evaluation deep learning networks, as the tensor state and output score are given.
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Consider previous explanations to help understand visually how the board looks. It is important to note, though, that if the tensor is printed out, it will
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"look" reflected upon the y-axis from the actual gamestate it represents (each row is correct, but each row is reversed from it's visual representation).
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**Features:**
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* **`tensor_state` (tensor int32):**
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* Represents the current game state of the Ultimate Tic-Tac-Toe board.
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* The tensor is stored as a (4, 9, 9) shape. Each of the 4 layers represents something else, and the (9, 9) part represents the 9 by 9 U3T subgame board.
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* First layer: X's occupied tiles (1 for X, 0 otherwise)
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* Second layer: O's occupied tiles (1 for O, 0 otherwise)
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* Third layer: Legal move positions (1 for valid moves, 0 otherwise)
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* Fourth layer: Current player's turn (9 by 9 board filled with 1s if X, 0s if O)
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* **`score` (float32):**
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* Indicates the 'score' of the position (the static evaluation). The score is simply designated as (wins - losses) / num_games. This puts the range of scores between [-1, 1].
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* It is important to note that unlike a regular evaluation, it is not assumed that -1 is better for O, or 1 is better for X. Rather, a positive score means that a given position is better for the *current player*.
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## Dataset Creation
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### Dataset Splitting
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The dataset was split into a train, test, and validation set, with a distribution randomized around the idea of ensuring the correct amount depth in each set
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(i.e. The train set has 70% of depth 0, 1, 2, ... gamestates, the test has 20%, etc.). This applies to all datasets.
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* **Training Set:** The training set consists of 70% of the data.
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* **Testing Set:** The test set constains 20% of the data.
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