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Train manual impl - #8

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rgodha24 wants to merge 59 commits into
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train-manual
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Train manual impl#8
rgodha24 wants to merge 59 commits into
mainfrom
train-manual

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@rgodha24

@rgodha24 rgodha24 commented Mar 31, 2026

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just ignore tbh

rgodha24 added 30 commits March 26, 2026 02:04
This reverts commit 1b990ee.
This reverts commit 0ad3544.
Compress terminal rewards with a log scale, bound model outputs with tanh, and bump replay/training defaults so overnight runs reuse data more while keeping losses sane.
This makes it easier to see why training stalls in shallow openings and avoids overweighting old tree data when the same subtree is reused across moves.
This raises queue capacity for eager eval submission, lowers the default worker fanout, and surfaces outstanding eval pressure so queue wraparound risks are visible before they corrupt results.
we preserve game state between training steps. we were, before this
commit, deadlocking when we were preserving gpu job queue futures in
flight over train boundaries.

this fixes that issue by basically just completing all batches in the
wait_for function on SelfPlay. essentially, after all the threads stop
sending GPU eval requests, we clear out the queue and potentially run it
with trash values to ensure that we never get into a weird state with a
half/almost full queue.
rgodha24 added 28 commits March 28, 2026 06:09
run the value net directly inside alpha_paint with embedded exported weights, unpacked board features, and the training-style log terminal shaping so UBFM can use the model on cpu.

Made-with: Cursor
This reverts commit 3d163dd.
Align role-relative model outputs with white-centric search targets, fix terminal child labeling, and honor training model/LR config so self-play stops learning from contradictory values.
Track a single wall-clock budget across the whole turn and let elapsed time, not an old heuristic iteration estimate, stop Descent so model-backed search stays within the intended move budget.
Switch the default trainer to the 90k model and the faster 16x8/2048 setup, and shrink the production GPU queue batch to 128 so CUDA graph lane memory stays under control during longer runs.
Blend hill control, territory margin, and depth into terminal targets and normalize territory by playable cells so training and search get a less collapse-prone value signal on wall-heavy maps.
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