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Glossary
Terms are grouped, not alphabetised, so that related ideas sit together. Where a concept page explains the idea properly, it is linked.
The game
| Term | Meaning |
|---|---|
| run | An unbroken line of occupied cells through a disc, counted along its row or its column. Gray discs count. |
| clear / pop | A numbered disc disappearing because one of its runs is exactly its number. |
| wave | One round of simultaneous clears. Gravity follows; if new clears appear, that is the next wave. |
| chain | A move with more than one wave. |
| gray / covered disc | A disc whose number is hidden. Solid until hit once (cracked), revealed on the second hit. |
| hit | A clearing disc directly beside a gray disc, in the same wave. |
| reveal | A gray disc turning into its hidden number. |
| rise | Every fifth drop, the board shifts up one row and a new gray row appears. +17,000 points. |
| rise clock / moves until rise | How many drops remain before the next rise (5 down to 1). |
| Hardcore / five-move mode | The game mode studied here: a rise every five drops, 17,000-point rise bonus. |
| censored game | A game stopped at a move cap rather than ending in the rules' own way. Its score is a lower bound. The benchmark contract's cap is 2,000 moves; individual diagnostic runs declare their own, often 500 or 1,000, so always read the cap the run states. |
Searching
| Term | Meaning |
|---|---|
| choice node | A point in the look-ahead where the player picks a column. Take the best. |
| chance node | A point where the game deals a disc or reveals a number. Take the average. → concept |
| expected value | The probability-weighted average outcome over chance. |
| expectimax | A search that takes the best at choice nodes and the average at chance nodes. |
| fair | Averaging over chance honestly (neither optimistic nor pessimistic) and using only public information. Note that "fair" does not mean every outcome is enumerated: the reference search averages over a fixed sample of outcomes (its strata), not over all of them. |
| depth / D3, D4, D5 | How many of the player's own moves the search looks ahead. |
| full-width | Considering every legal column at every choice node; no pruning. |
| strata / chance samples | A fixed handful of representative outcomes used at a chance node when enumerating all of them is too expensive; "five strata" and "seven strata" are the common settings. |
| leaf / leaf evaluator | A board at the bottom of the search, and the function that scores it. |
| logical work | The count of leaf evaluations (and similar unit operations) a search performs; the repository's fixed currency for comparing cost. |
| transposition table | A cache of positions already evaluated, so a position reached by two routes is scored once. |
| sibling | One of the legal columns available at a position, as compared with the others. |
| strategy fusion | The error a planner makes when it imagines a fixed future and then plans as if it had known that future all along — so it "decides" differently in worlds it could not actually tell apart. It is why determinized planners overvalue moves that depend on the covers being right. |
| determinization / clairvoyant planner | Imagining many complete futures with the hidden values filled in, planning in each, and averaging. Reads hidden values, so it is an oracle, not a legal policy. → concept |
| MCTS | Monte Carlo tree search: building the look-ahead tree selectively, guided by random playouts. |
| rollout | Playing a position forward to the end (or a horizon) with a quick policy to estimate its value. |
Learning
| Term | Meaning |
|---|---|
| policy | A rule that maps what the player sees to a column. |
| public-information policy | A policy that reads only the board, the next disc, the rise clock and the terminal flag. The only kind eligible for the million-point claim. |
| information boundary | The line between what a policy may read (public) and may not (seed, hidden values, future discs, score, level, move number). |
| oracle / teacher / privileged | A planner allowed to read hidden information, used only to produce training labels or diagnostics. |
| student | A public policy trained from a teacher's labels. |
| value / value function | A prediction of how a game will go from a position. |
| afterstate | The board after a move resolves, before the next disc is dealt. Evaluating afterstates removes the need for a separate action input. |
| sibling extrapolation | A model trained only on played moves being asked to rank unplayed ones. → concept |
| successor-closed data | Training data in which every legal sibling at every position is labelled. |
| n-tuple network | An evaluator that looks up learned weights for many small patterns of cells and adds them. |
| NNUE | "Efficiently updatable neural network": a small network designed so a board's evaluation can be updated incrementally after a move. |
| policy gradient / PPO / DQN | Reinforcement-learning methods that adjust a policy or value network from play experience. |
| self-play | Generating training data by having the current policy (or a search guided by it) play games. |
| policy iteration | Alternating between evaluating a policy and improving it; the loop the scale-out direction proposes. → concept |
Evidence and records
| Term | Meaning |
|---|---|
| theory | A registered, falsifiable claim with a mechanism. |
| experiment | A frozen plan for testing one configuration of a theory. |
| run | One execution of an experiment: valid, partial, or invalid. |
| result | The assessment of a run: pass, fail, inconclusive, or not applicable. A valid fail is a completed contribution. |
| cohort | A fixed, ordered list of game seeds played by both the candidate and the reference. |
| paired | Candidate and reference play the same games, so their scores can be compared game by game. |
| seed lease | A registered range of random seeds an experiment may use, with a role: training, development, protected, or final. |
| tier — CHECK / PILOT / SCREEN / STANDARD / QUALIFY / PROTECTED / FINAL | The ladder of benchmark sizes and data roles, from mechanics checks (no games) to the one-shot final cohort. |
| fair D4 | The reference policy: fair expectimax, depth 4, hand-tuned leaf, five chance samples per node. Its widely quoted mean of about 308,000 over 64 games should be read with care: an audit found that figure appears once in the ledger, as an internal comparator, without a recorded seed list, dispersion, or censoring statement. |
| mean vs. best game | The target is the average over many games. One million-point game is an anecdote. |
| bootstrap lower bound | A confidence bound on the mean computed by resampling whole games; the qualification protocol requires it above one million. |
| task-record only / ledger-recorded / reproduced | Labels for how well a historical number is backed: by a conversation only, by the written ledger, or by a re-run in the current checkout. |
| engineering result | A faster implementation proven to make identical decisions; it adds no evidence about strength. |