Drop7 Research
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Lifetime objective

Judge a move by how much longer the game will still last, rather than by how many points it scores right now.

Judge a move by how much longer the game will still last, rather than by how many points it scores right now.

That sounds like a slogan until you count the points. When this repository instrumented 64 games of its strongest policy and attributed every single point to its source, 94.3% of the score was the flat 17,000-point bonus for surviving another row rise, 5.7% was chain reactions, and 0.0% was the 70,000-point bonus for emptying the board — which never happened once. Final score and moves survived correlated at r = 0.9995 (finding-01, a development-tier exploratory finding; the same run is written up on the score decomposition page).

So a Drop7 Hardcore score is survival time wearing a different unit, and the million-point target is really a survival target. Points arrive at a measured 3,423 per move, and the same finding puts the lifetime a one-million-point average needs at about 294 moves. The reference policy's games last 94.

The picture: twelve discs arrive every five moves

Here is why the game ends. Both boards below are the repository's own rules engine, playing a real game; nothing is drawn by hand.

17 cells occupied
25 cells occupied

One move, the fifth of its cycle. The player adds one disc; then the whole board shifts up and a new row of seven gray discs appears underneath. Eight of the 49 cells are new and none of them left. This move scored exactly 17,000 points and cleared nothing.

Every five moves, five placed discs plus seven risen gray discs — twelve discs — enter a board that only has 49 cells. Nothing else adds material, and the only way material leaves is a numbered disc clearing. The arithmetic is therefore exact and unforgiving: a policy survives indefinitely only if it sustains

  • 2.400 numbered clears per move (12 ÷ 5), and
  • 1.400 gray discs revealed per move (7 ÷ 5).

The reference policy sustains 1.973 and 1.090 — a structural deficit of about 18% and 22%. Its board fills up, and then it dies. That deficit, not a shortage of spectacular chain reactions, is what ends its games (finding-01).

What every approach in this family does

  1. Take a policy — the reference depth-4 search, a hand-written rule, a planner, or a candidate with something learned bolted into it.
  2. Play whole games with it, paired against a comparator on the same random seeds, so the two policies face identical luck.
  3. Report three numbers besides the score: numbered clears per move, gray discs revealed per move, and the occupancy slope — how many of the 49 cells the board gains per five-move cycle. The slope is just the conservation law integrated: a board drifts by 12 − 5 × clears-per-move cells per cycle, so a positive slope is a policy that is losing, however good its tactics look on any single move.
  4. Ask whether the mechanism moved, not just the mean. A score gain with no movement in the flow rates is treated here as unexplained rather than real.

That last rule is what makes this family a family. Score in this game is heavy tailed — one lucky game can swamp 63 ordinary ones — while a flow rate is averaged over every move of every game and is far better determined. Several of the results below were decided on the flow rates when the score deltas could not be separated from zero.

What happened, in plain English

Three things, and none of them is the one the family was hoping for.

The target is physically reachable. A planner that is allowed to cheat — it reads the hidden numbers under the gray discs and plans exactly against a fixed future — holds the required clear rate for 6,000 consecutive moves and never dies. That settles a real question: Drop7 Hardcore is a control problem with a solution, not an arithmetic impossibility. It is also, emphatically, not a policy; see the flow ceiling page, where the cheating is labelled on every number.

No legal policy tried here got near it. A planner with the same objective and the same look-ahead but no access to the hidden numbers closes only a small part of the gap, and the part it cannot close grows exactly as the board fills up and there is more hidden information to be ignorant of. Every one of those games ended.

Small, bounded corrections to the reference search worked better than replacing it. The two positive results in this family are both of that shape — a better handling of the game's randomness (reveal sampling) and a learned survival estimate mixed into the reference search's board-scoring function at half weight (learned leaf). Both are worth tens of thousands of points on 64 paired games. Neither is worth hundreds of thousands, and the target needs hundreds of thousands.

Every approach in the family

The measurements that started it

  • Score decomposition — counts where each point came from, and finds that a score is a stopwatch.
  • Flow ceiling — asks whether any line of play can sustain the required clear rate, using a clairvoyant planner that reads the hidden board. Answer: yes, but only that planner did.
  • Suite validation — tests whether a cheap 128-position benchmark predicts whole-game strength, and finds that at the horizon it was minted with, it does not.

Bounded changes to the reference search

  • Reveal sampling — the search had one dial governing two different coin flips; separating them is worth about as much as a whole extra move of look-ahead.
  • Risk calibration — turns the reference search's baked-in constants into dials that can be swept.
  • Leaf reweight — makes the nineteen weights in the hand-written board-scoring function runtime data, so refitted weight vectors can be tested.
  • Rollout veto — looks twenty-five moves ahead with a weak player and overrules the search only on a clear disagreement.

Learning something

  • Sibling corpus — the training-data generator: every public position a game visited, labelled with how many moves that game still had left.
  • Afterstate net — the survival network trained on that corpus.
  • Learned leaf — blends a learned survival estimate into the reference search's board scorer, and measures what a network at that position is actually allowed to cost.
  • Planner distillation — tries to compress the expensive legal planner into a small network, with every legal move at every position labelled.

Machinery the rest of the family runs on

  • Scenario engine — a rules simulator in which every hidden number and every future disc is fixed in advance, which is what makes a clairvoyant optimum well posed at all.
  • Fast engine — the same rules about three times faster, proven to make byte-identical decisions.
  • Common — the shared harness that runs a cohort, enforces seed leases and writes the result artifacts.
  • GPU — the environment and benchmarks for the machine's integrated GPU, including two host defects that had to be worked around.

What this taught us, and what is still open

  • The objective is now a number, not a slogan. "Play better" became "hold 2.400 clears and 1.400 reveals per move, at around 20 occupied cells". That is a far more testable target than a score.
  • Flow rates are the cheap early statistic. They move before the score does and they are averaged over thousands of moves instead of dozens of games.
  • Chain building is real and is not the lever. A cheating planner told to maximise points instead of survival earned 1.75 times the points per move — and died in less than half the time, ending with a lower mean score (finding-06).
  • Still open: nothing legal has been shown to hold flow balance. The measurements say the missing ingredient is reasoning about what is under the gray discs, rather than averaging over guesses of it — and no candidate in this family does that yet.

For the wider picture see the research status, and for the ideas these pages assume, the concepts primer and the glossary.

Approaches in this family

A network that predicts how long you will livewritten

A planned neural evaluator that looks at a board and estimates how many more row rises the game will survive, so that a search can rank moves by survival rather than by immediate points.

proposal
The shared game harnesswritten

One instrumented game loop and one results writer, shared by every experiment in this family so their numbers are directly comparable and every game's score is checked against the rules.

support-only
Fast enginewritten

A semantics-preserving reimplementation of the Drop7 move engine and the fair-D4 leaf, proven bit-identical to the frozen reference and measured at about 3× end to end.

exploratory · engineering result
Is the required clearing rate reachable at all?written

Let a planner cheat — read the hidden numbers and plan against a future it already knows — to find out whether any way of playing can remove discs as fast as the game adds them.

completed
Getting the workstation's GPU to do the trainingwritten

An infrastructure package that made PyTorch work on this machine's integrated AMD GPU, checked that it computes correct answers, and measured how much faster it is than the CPU.

support-only
Leaf Reweightwritten

Turns the nineteen weights of the reference search's hand-written board-scoring function into run-time data, so that refitted weight vectors can be tested with nothing else about the search changed.

Exploratory
A learned survival estimate inside the reference searchwritten

Train a small network to predict how many moves a game has left, mix its opinion half-and-half into the reference search's hand-written board scorer, and test the prediction that it would help more once the search handles luck exactly.

completed
Compressing a legal planner into a networkwritten

Take the one expensive planner in this repository whose advantage is built only from information a real player can see, label every legal move at fifteen thousand positions with what it thinks, and try to teach a small network to do the same thing cheaply.

rejected
One dial was controlling two different pieces of luckwritten

The reference search drew "which disc comes next" and "what the hidden discs turn out to be" from the same counter, so it never imagined the two happening in different combinations; giving them separate draws is worth about as much as a whole extra move of look-ahead.

completed
Turning the reference search's constants into dialswritten

A copy of the reference search whose death penalty, look-ahead depth and number of chance samples can be set at run time, built to find out whether either dial makes the policy survive longer.

completed
Letting a long look-ahead overrule the searchwritten

Before playing the move the reference search chose, play every column forward twenty-five moves under seven imagined futures with a cheap player, and overrule the search only when another column looks clearly better on all of them.

rejected
Scenario engine and exact solverwritten

A version of the game in which every future disc and every hidden number is decided in advance, so that a position has one exactly computable best line — the yardstick the repository had never had.

support-only
Where the points actually come fromwritten

An instrumented run of the strongest known policy that attributes every point to its source, and finds that in this game mode a score is almost entirely a measure of how long the game lasted.

completed
The data factory, and the switch that was left offwritten

Replays a great many games and writes down every position they passed through, labelled with how many moves that game still had left — the training data other approaches in this family learn from.

support-only
Testing the benchmark instead of the policywritten

Grade nine policies on a fixed set of 128 saved positions instead of on whole games, then check whether that ranking agrees with how they actually score over complete games — and retire the benchmark when it does not.

rejected