Drop7 Research
lifetime-objective

Where the points actually come from

completedevidence: reproduceddiagnostic

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.

Before trying to score more, this work simply asked where the points already come from — and the answer turned out to be that a Drop7 Hardcore score is survival time wearing a different unit.

completedevidence: reproduceddiagnostica measurement tool, not a policy

This is not a policy. It is a measuring instrument: it plays the existing reference policy, unmodified, and counts things while it plays.

The intuition

There are three ways to earn points in this game mode, and they are wildly unequal in size.

surviving one row rise
17,000
happens every five drops, automatically, as long as you are alive
emptying the whole board
70,000
never once achieved in 64 games of the reference policy
a spectacular five-deep chain
2,737
seven discs clearing across five waves — worth 0.8 of one row rise

Chains are what a human player experiences as playing well. The scoreboard barely notices them. Staying alive one more rise is worth more than almost any chain you can build, and the rises arrive on a clock you do not control. So the question "how do I score a million points?" collapses into "how do I stay alive roughly three times longer?"

How the measurement works

  1. Input. Nothing new. The program includes the frozen reference searches — the depth-3 and depth-4 fair expectimax policies — as a library and calls them unchanged.
  2. Instrumentation. A wrapper around the game loop tags every point earned as one of three sources: the flat bonus for surviving a row rise, the 70,000-point bonus for emptying the board, and the points paid for each wave of a chain.
  3. A self-check on every game. The three sources must add up to the engine's own score exactly. The run aborts if they ever do not.
  4. Weak controls. Three deliberately bad policies — always the centre column, a random legal column, and always the shortest column — play the same games, so the value of searching can be separated from the value of merely being alive.
  5. Output. Per-game records: score, moves, rises, board clears, the three point sources, how many numbered discs were cleared and how many gray discs were revealed per move.

What it found

Over 64 fresh games of the reference policy, score and lifetime were essentially the same variable — the correlation between a game's final score and the number of moves it lasted was 0.9995. Row-rise bonuses supplied 94.29% of all points; chains supplied 5.71%; emptying the board supplied nothing at all, because it never happened.

The second half of the finding is an arithmetic constraint rather than a measurement. Every five-move cycle puts 12 new discs onto a 49-cell board: the 5 you drop, plus the 7 that arrive underneath on the rise. To survive indefinitely, a policy must therefore average 2.400 numbered clears and 1.400 gray-disc reveals per move. The reference policy sustains 1.973 and 1.090 — a deficit of roughly 18% and 22%. It is not dying of bad tactics; it is running a slow, structural shortfall, and the games that last longest are exactly the ones that come closest to closing it.

score vs. lifetime
r = 0.9995
64 games, development tier
share of points from row rises
94.29%
chains 5.71%, board clears 0.00%
mean lifetime
94.06 moves
a one-million mean needs roughly 294
clears per move
1.973
indefinite survival requires 2.400
The technical record

Source: finding-01-score-is-survival, status exploratory, evidence tier development, reproduced in this checkout on 2026-08-20. Cohort: 64 games of unmodified fair depth-4 on the exploratory development lease SEEDLEASE-A51D, seeds 0xa51d00000xa51d003f, 2,000-move cap, 0 censored games, 0 score-identity violations.

MetricValue
Mean score321,991.7
Median / Q25266,282 / 188,701
Min / max score104,731 / 1,017,234
Score standard deviation187,502
Mean moves94.06
Points per move3,423.2
Rises per game17.86
Board clears per game0.000
Numbered clears per move1.973
Covered reveals per move1.090

This is a fresh-seed run, not a replay: it independently lands near the ledger-recorded fair depth-4 figure of 308,295.578 points at 90.031 moves over 64 games (research status), which is recorded there as a detailed-ledger number on a broader reference cohort.

Lifetime quartiles, same 64 games:

GroupMean movesMean scoreClears/moveReveals/move
Shortest 1644.7138,7621.4710.732
Second 1670.0232,5151.8120.975
Third 1699.5341,3101.9891.099
Longest 16162.1575,3802.1471.216
Steady-state requirementunbounded2.4001.400

Weak-policy controls on the same 64 seeds: centre-first 57,233 points / 21.64 moves; random legal 80,778 / 28.44; lowest column 100,050 / 33.28; fair depth-4 321,992 / 94.06. Searching buys about 3.2 times the lifetime of random legal play; the target needs a further 3.1 times on top of that.

Correlations over whole games: clears per move against moves r = 0.804; reveals per move against moves r = 0.770; score against moves r = 0.9995.

Limitations as recorded. 64 games on one exploratory lease, with a score standard deviation 58% of the mean, so the mean is known to roughly ±46,000 at one standard error. The flow-balance requirement is necessary for indefinite survival, not sufficient — a policy can meet it and still stack one column into the ceiling. The zero-board-clear observation says nothing about whether a clear-seeking policy could change the economics; that question was later probed with a clairvoyant solver in the scenario work. All figures describe this repository's simulator, including the two rise-boundary scoring discrepancies recorded in audit-01-engine-fidelity.

What this taught us, and what is still open

The useful consequence is a change of target. The repository's own research status had described "roughly 2.4 numbered clears and 1.4 reveals per move" as an empirical region associated with long games, with a warning that they were diagnostic targets rather than proven thresholds. They are neither empirical nor approximate: they are 12 divided by 5 and 7 divided by 5, the exact disc-conservation requirement of the five-move rise cadence on a 49-cell board.

It also gives learning experiments a better label to predict. Raw score is a heavy-tailed variable quantised in 17,000-point steps, with one number per game. Remaining lifetime is the same quantity without the tail or the quantisation, and per-move clear and reveal counts give one labelled observation per move instead of one per game. That reasoning is what the survival-hazard evaluator was built on.

And it bounds what search alone can do. Rises come every five moves, so a four-move look-ahead sees at most one rise boundary and cannot observe a flow deficit accumulating across the forty-odd cycles that separate a 94-move game from a 294-move one. The deficit is a slow variable, and a fast search is the wrong instrument for it.

Still open: whether a policy that deliberately hunts board clears could change the arithmetic. At 70,000 points a clear is worth 20.6 moves of survival, so one clear per 20 moves would double the points-per-move rate. Nothing here measured whether that is reachable.

Source files

  • README.mdx
  • decompose.cpp