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| author | Scott Gasch <[email protected]> | 2026-10-07 08:18:52 -0700 |
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| committer | Scott Gasch <[email protected]> | 2026-10-07 08:18:52 -0700 |
| commit | e5d20411a389fbabca6d9ec36262c1a1f72ad2cb (patch) | |
| tree | 371c59668d21632d43e65fefe444701fa64e75ba | |
| parent | d14dbe2a50c220b2adac758c3d4f1a1fa67ece0b (diff) | |
New markdown.
| -rw-r--r-- | src/ANALYZE_GAME.md | 254 | ||||
| -rw-r--r-- | tests/CROSS_SECTIONAL_ALL.md | 232 |
2 files changed, 486 insertions, 0 deletions
diff --git a/src/ANALYZE_GAME.md b/src/ANALYZE_GAME.md new file mode 100644 index 0000000..2576a1e --- /dev/null +++ b/src/ANALYZE_GAME.md @@ -0,0 +1,254 @@ +# Analyzing a game from blunders.pgn + +A working playbook for pulling a specific game out of `blunders.pgn` and +figuring out *where the eval/search actually went wrong*, as opposed to +just noticing that the final result was bad. Written after a session spent +doing exactly this on the 2026-10-06 `typhoon vs Crafty-25.2` loss (a +KRP-vs-KQ endgame that looked like it had a scoring bug but turned out to +be legitimately lost, plus two real engine bugs found along the way). + +## 0. What's actually in blunders.pgn + +Each game's move comments are **only** `{score/depth time}`, e.g. +`{-5.09/34 6}` -- score in pawns from White's perspective (not side-to-move; +confirmed by the sign trending consistently negative as White loses, across +both White's and Black's own move comments), search depth reached, and +wall-clock seconds spent on that move. **There is no PV text and no engine +tag in the PGN at all** -- not `<REC>`, not `<EGTB>`, not `<#>`, nothing. +Whatever wrapper plays these self-play/vs-Crafty games strips the PV down to +just the eval number before writing the comment. If you want to see *why* +a move was chosen -- the actual PV, or whether a recognizer/tablebase hit +produced the score -- you have to replay the position through a live engine +yourself; the PGN alone can't tell you. + +Don't go looking for `<EGTB>`/`<#>` tags in old PGNs for another reason too: +those sentinels (`EGTBMOVE` plus the `RECOGN_EGTB` wiring) are new, added in +the 2026-10-06 session that produced this document. Any game recorded before +that commit landed couldn't have produced them even if the PGN format did +carry PV text. + +## 1. Pulling the game and exact FENs with python-chess + +`python3 -c "import chess"` works in this environment (python-chess is +installed) -- use it rather than hand-parsing SAN, especially for games deep +enough that move numbers and ply counts diverge from intuition. + +```python +import chess.pgn +f = open('blunders.pgn') +games = [] +g = chess.pgn.read_game(f) +while g: + games.append(g) + g = chess.pgn.read_game(f) +last = games[-1] # or games[N] for a specific game +board = last.board() +moves = list(last.mainline_moves()) +``` + +**Getting a FEN at a specific PGN move number**: ply count and PGN move +number are NOT the same thing and it's easy to get this wrong (did exactly +this once already this session -- cost a wasted round-trip). The mapping: + +```python +def ply(movenum, color): # color: 'w' or 'b' + return 2*(movenum-1) + (1 if color == 'w' else 2) +``` + +`moves[ply(69, 'w') - 1]` is White's 69th move (0-indexed list, 1-indexed +ply). Push moves up through the target ply and read `board.fen()` -- +`board.halfmove_clock` is directly available too and matters a lot (see +"fifty-move-rule proximity" below). + +To scan a whole stretch and watch halfmove_clock / material change move by +move (useful for finding exactly where a pawn/capture resets the fifty-move +counter, or where material transitions from one tablebase signature to +another): + +```python +for i, m in enumerate(moves, start=1): + before = board.copy() + board.push(m) + if lo <= i <= hi: + print(i, before.san(m), 'halfmove_clock=', board.halfmove_clock, + 'fen=', board.fen()) +``` + +## 2. Replaying a position through typhoon + +Use `--batch --command` with `setboard`, not interactive stdin piping (per +CLAUDE.md, piping commands over stdin to a live REPL doesn't reliably +complete a multi-step script). Always pass `--egtbpath` explicitly if you +want to be sure which EGTB directory is in play (the hardcoded default is +`/zscratch/egtb`, which currently has full WDL+DTZ coverage through 6-man -- +see CLAUDE.md -- but don't assume that silently when writing up findings; +state it). + +```sh +./typhoon --cpus 1 --hash 256m --egtbpath /zscratch/egtb \ + --logfile /tmp/typhoon/<name>.log \ + --batch --command "force; setboard <fen>; eval; sd <depth>; go" +``` + +- `eval` alone (no search) gives the raw static eval -- useful as a sanity + baseline before trusting a search score. +- `sd <depth>` fixes search depth; prefer this over `st <seconds>` for + reproducibility (machine load varies a lot on this shared box -- see + CLAUDE.md's ECM section). +- Watch stdout for these diagnostic lines, which tell you *how* the move was + chosen, not just what it was: + - `ONLY MOVE --> stop searching now` -- forced, no real search happened. + - `TABLEBASE MOVE --> stop searching now` -- root EGTB (DTZ) root-move + short-circuit; score will show as `PV=<EGTB>` and a flat `±NMATE`-ish + "mate" display that is **not** a real mate distance (see section 4). + - `FORCED MATE --> stop searching now` -- the iterative loop detected a + mate score at the current depth and is stopping; the printed PV comes + from `szLastPV`, which on a **root fail-high** is just the bare move + (`MoveToSan`), not a real PV walk -- see section 5, don't expect `<#>` + here. + - `DEPTH LIMIT --> stop searching now` -- ordinary completion, nothing + special. +- Grep the output/log for `tellothers` to get the final + `score, time, nps, PV=...` summary line in one place. + +## 3. Cross-checking with Crafty + +`/usr/local/bin/crafty` is available and gives a genuinely independent +second opinion -- different engine, different (or absent) EGTB usage, +different search. Use it exactly the way you'd use typhoon: + +```sh +echo "setboard <fen> +sd <depth> +go +quit" | timeout 20 /usr/local/bin/crafty 2>&1 | tail -30 +``` + +Crafty's output is far chattier (full eval component breakdown, PV with +move count, nodes/nps) -- look for the `depth ... score ... variation` +block and the `note: scores are for the white side` line (confirms sign +convention, which is directly comparable to typhoon's White-POV scores). + +**Why this matters**: if typhoon reports something wild (a huge mate-ish +score with a PV that goes nowhere, or a score frozen for 20+ plies in a row) +and Crafty reports an ordinary, non-mate score with a PV that's actually +converging, that's your signal the *typhoon* number is suspect, not that the +position itself is unusual. This exact comparison is what caught the +`ProbeEGTBRoot` DTZ-as-mate-distance bug (section 4) -- typhoon said +`-MATE4`, Crafty's independent 16-ply search said `-7.38` with no mate +anywhere in a 13-move PV. + +## 4. Things that look like bugs but are fifty-move-rule artifacts (and one that was a real bug) + +**Watch `halfmove_clock` whenever a long endgame grind produces a +suspicious score.** Syzygy tables report **WDL** (win/draw/loss) and +**DTZ** (distance to the next fifty-move-rule-*zeroing* move -- a capture or +pawn push), not DTM (distance to mate). This project's EGTB directory has +**zero `.rtbm` files** -- DTM tables were never downloaded, and Fathom's DTM +code (`probe_dtm_table`, `TB_probe_dtm`, etc.) is present in the source but +dead weight without data behind it. So: + +- A genuinely won endgame can sit at a **small DTZ** while still being many + plies from actual mate, especially once `halfmove_clock` is climbing + toward 100 (a reset becomes forced soon regardless of how far mate + actually is). +- A score that stays flat for many consecutive moves, or a score that + jumps to a huge "mate-ish" magnitude with a PV that doesn't resolve + anywhere close to that many plies later, is the signature of this -- + **not** evidence of missing/corrupt tablebase files by itself. Check + `ls /zscratch/egtb | grep <material-signature>` to rule out a genuine + coverage gap first, but if the files are present, suspect the + DTZ-vs-mate-distance conflation next. +- This was a **real, fixed bug** as of 2026-10-06: `probe.c`'s + `ProbeEGTBRoot` used to compute `*piScore = INFINITY_SCORE ∓ uDtz` and + report it through the mate-score display path -- i.e. it fabricated a + "mate in N" number out of a quantity that was never a mate distance. Fixed + to report a flat `+NMATE`/`-NMATE` (same convention `ProbeEGTB`/ + `RecognLookup` already use at interior nodes) instead. If you're + diagnosing a *pre-fix* game (anything before this fix landed -- check + `git log probe.c`), expect to see exactly this artifact and don't chase + it as a new finding. +- The **move** Fathom picks at the root is unaffected by any of this -- + `tb_probe_root()` does its own internal DTZ-based ranking before + returning, so the chosen move is already DTZ-optimal regardless of + whether the *score* we derived from it was sane. Don't second-guess the + move choice because the displayed score looked wrong; check the score + logic and the move logic as separate questions. + +## 5. Reading PV sentinels (and when you won't see them) + +`WalkPV` (`util.c`) terminates a printed PV early and appends a tag when it +hits one of five sentinel "moves" (`data.c`): `HASHMOVE` → `<TT>`, +`RECOGNMOVE` → `<REC>`, `DRAWMOVE` → `<=>`, `MATEMOVE` → `<#>`, `EGTBMOVE` → +`<EGTB>`. These mark *why the PV stopped*, not what the move was: + +- `<REC>` / `<EGTB>`: an interior-node `RecognLookup` hit resolved the + score outright. `RECOGN_EGTB` (→ `<EGTB>`) means an actual on-disk Syzygy + WDL probe succeeded; `RECOGN_EXACT` (→ `<REC>`) means one of `recogn.c`'s + hand-written classic recognizers (KPK, KBKP, etc.) fired instead. Before + 2026-10-06 these were indistinguishable in the PV (both reported + `RECOGNMOVE`) -- `RecognLookup` had an `RECOGN_EGTB` enum value sitting + unused the whole time, always returning `RECOGN_EXACT` even on a genuine + Fathom hit. If you're looking at an old log/build, `<REC>` could mean + either; `<EGTB>` specifically didn't exist yet. +- `<#>`: search found an actual forced checkmate (zero legal moves + in + check) at a PV leaf. +- `<=>`: a drawn leaf (zero legal moves, not in check == stalemate; this + sentinel is also used for recognized/forced draws elsewhere). +- **Root tablebase moves get `<EGTB>` in `szLastPV` directly** (as a literal + string, not via `WalkPV` -- `ProbeEGTBRoot`'s success path short-circuits + the whole iterative loop and never calls `WalkPV` at all for that move). + +**The big gotcha**: `PrintPV` (`util.c`) only calls the real `WalkPV` walk +-- the one that can surface any of these tags -- when the reported score is +a genuine PV node, `iAlpha < iScore < iBeta`. On a **root fail-high** +(`iScore > iBeta`, i.e. the aspiration window is still widening upward), +it falls back to printing just the bare best move via `MoveToSan`, with no +PV walk and therefore no sentinel, ever -- even if the position is a +dead-obvious mate-in-1 whose leaf genuinely wrote `MATEMOVE` two plies down. +So: **don't read "no `<#>` in the output" as "no mate was found"** -- check +whether the line says `FORCED MATE` (a fail-high-driven stop) vs. a normal +depth-complete report before concluding anything about whether the engine +actually resolved the mating line as an exact PV. + +## 6. The timer-elapsed-time gotcha + +If you see `Searched for -<huge number> seconds` in output, that's not a +real timing anomaly to chase -- or rather, it *was* a real bug (fixed +2026-10-06): `Iterate()` (`root.c`) used to stamp +`g_MoveTimer.dEndTime = SystemTimeStamp()` partway through the function, +*before* the shared `end:` label that every early-exit path (`ONLY MOVE`, +`TABLEBASE MOVE`, pre-move terminal states) jumps to via `goto end`. Those +paths skipped the stamp entirely, leaving `dEndTime` stale (0, or whatever +the previous unrelated search last set it to), which produces exactly this +kind of nonsense negative "elapsed time" when the end-of-search report +computes `dEndTime - dStartTime`. Fixed by moving the stamp to right after +the `end:` label itself. If you're diagnosing a pre-fix build and see this, +it's cosmetic (doesn't affect move choice or score), but it's also a tell +that you're looking at a root short-circuit path (tablebase or only-move), +which is useful context for *why* no real iterative search happened at that +node. + +## 7. General workflow summary + +1. Identify the game (usually "last game in the file") and get the exact + FEN at the move(s) you care about via python-chess -- don't eyeball SAN + move numbers against ply counts by hand. +2. Check `board.halfmove_clock` at that FEN before anything else if it's an + endgame -- rules out/in the fifty-move-rule class of artifact immediately. +3. Replay the FEN through `./typhoon --batch --command "force; setboard + <fen>; sd <depth>; go"`, read the diagnostic `--> stop searching now` + line to understand *which* code path produced the move, and check + `tellothers`'s `PV=` field. +4. Get a second opinion from `/usr/local/bin/crafty` on the same FEN at + comparable depth. Large disagreement (especially "my engine claims near- + mate, Crafty's PV goes nowhere near that far") is the signal to dig into + the score-computation code, not the position. +5. If something still looks wrong, read the actual source for the code path + the diagnostic line pointed at (`root.c`'s `Iterate`, `probe.c`'s + `ProbeEGTB`/`ProbeEGTBRoot`, `recogn.c`'s `RecognLookup`) rather than + guessing from behavior alone -- every bug found this way so far + (`ProbeEGTBRoot`'s DTZ-as-mate-score, the `dEndTime` placement, the + dead `RECOGN_EGTB` branch) was a straightforward, small, findable-in- + minutes fix once the actual code was in front of us; none of them + required deep speculation. diff --git a/tests/CROSS_SECTIONAL_ALL.md b/tests/CROSS_SECTIONAL_ALL.md new file mode 100644 index 0000000..4f702b0 --- /dev/null +++ b/tests/CROSS_SECTIONAL_ALL.md @@ -0,0 +1,232 @@ +# Plan: `cross_sectional_all.ep_` -- a larger successor to `cross_sectional_200k.ep_` + +Status: **planned, not yet run**. Deliberately deferred until the current +16-shard joint-table collection run (`../joint_table_collection/`) finishes -- +this is a multi-hour CPU job on the same shared box and shouldn't compete +with that run for cores. See "Sequencing" at the end. + +## Motivation + +`tests/cross_sectional_200k.ep_` (400,000 lines = 200,000 `setboard`/`go` +pairs) is the cross-sectional real-game position pool used to seed the +joint-table collection runs (and other real-game-position needs). It +predates the current PGN corpus in `../pgn/`: + +- `twic.pgn` -- 8,452,495 games (raw TWIC archive) +- `twic_filtered.pgn` -- 1,337,714 games (pre-filtered subset of the above -- + header inspection confirms Elo/ply filtering already applied, presumably + via `../src/eval_tune/filter_pgn.py`'s defaults, `--min-elo 2400 --min-ply + 20`; worth confirming exact args before relying on that filter alone -- + see "Open decisions") +- `lichess_elite_*.pgn` (2013-09 through 2020-05) -- 3,819,130 games, of + which 3,819,129 (99.99997%) already have both players rated >2000 (the + "elite" filter is already essentially an Elo>2000 gate) + +Measured directly (this session, via a streaming `gawk` pass over every +`[WhiteElo]`/`[BlackElo]` pair, keyed on `[Event` boundaries): + +| source | total games | both players >2000 | +|---|---:|---:| +| `twic.pgn` | 8,452,495 | 2,948,359 | +| `lichess_elite_*.pgn` | 3,819,130 | 3,819,129 | +| **combined** | **12,271,625** | **6,767,488** | + +So the source corpus can support a cross-sectional pool far larger than +200k even under a strict >2000 rating floor -- the constraint is entirely +"how many do we want," not "is there enough data." + +## Sampling method + +**5 positions per qualifying game, at fixed fractional points in the game +(not random plies).** This is the key design choice: dividing by game +*length* rather than drawing one random ply per game structurally +guarantees every kept game contributes exactly one position to each of 5 +game-stage buckets, instead of leaving stage balance to chance (uniform- +random-ply sampling is naturally skewed toward the middlegame, since games +spend more plies there than grinding out short endgames -- this was the +same problem `sample_eval_calibration_positions.py`'s `--stratify` flag +was built to correct for, after the fact, by material bucket; sampling at +fixed fractions avoids needing that correction in the first place). + +- Take the game's full mainline ply count `N`. +- Sample at **6 equal segments, using the 5 *interior* boundaries** + (1/6, 2/6, 3/6, 4/6, 5/6 of `N`) -- not literal 1/5..5/5. The 5/5 point + is the final move of the game, which is frequently checkmate, stalemate, + or immediately pre-resignation -- `go` can't search a terminal board + meaningfully. Using interior sixths avoids this without losing the + "5 stages" framing. +- Label the 5 samples `early`, `early_mid`, `mid`, `mid_late`, `late`. +- Skip a boundary (and count it) if it lands on a game-over board, or if + rounding collapses two boundaries onto the same ply (only possible in + games just barely over the `--min-ply` floor). + +## Filtering: "long enough to be interesting" + +Two independent filters, both required: + +1. **Rating floor**: both `WhiteElo` and `BlackElo` present and above + threshold. Recommend **2000** (matches the rating question this plan + originated from) -- but see "Open decisions" below re: consistency with + `twic_filtered.pgn`'s own pre-baked filter. +2. **Minimum ply count**: reject games shorter than `--min-ply` (default + **30** plies = 15 full moves each side). Rationale: with 5 sample points + needed, very short games (10-move draws by repetition, early + resignations) either fail outright or produce 5 samples crammed into a + handful of real plies, which defeats the point of stage separation. + 30 plies gives ~5-6 plies of spacing between consecutive sample points + even in a borderline-length game. + +## Deduplication + +Positions are deduped on a **normalized FEN key** -- board placement, side +to move, castling rights, en passant square -- explicitly dropping the +halfmove-clock and fullmove-number fields, which would otherwise make two +functionally-identical positions compare as distinct. Dedup is global +across the whole run (one `seen_keys` set for the whole corpus, not +per-file), since the same well-known opening line recurs across many +games regardless of source file. + +Measured on a 776-game smoke-test slice (`lichess_elite_2020-05.pgn`, +first 20,000 lines): overall duplicate rate 0.4%, concentrated almost +entirely in the `early` stage (1.8% there vs ~0% by `mid`). This matches +expectation -- opening theory repeats verbatim across games; middlegame +and endgame positions are close to unique per game. For reference, the +existing `cross_sectional_200k.ep_` itself has ~8.5% duplicate positions +(182,999 unique boards out of 200,000 lines) -- this plan's dedup should +produce a cleaner pool than the file it's replacing, not just a bigger one. + +Dedup is a soft design choice, not a hard requirement -- see "Open +decisions." + +## Quiescence: deliberately NOT filtered + +Considered and rejected. These positions are **search roots** (`setboard` ++ `go`), not eval-only calibration points. The engine's own qsearch +resolves tactics at every node of the tree it searches from these roots +regardless of whether the root itself is quiet -- filtering for quiescent +roots would just mean throwing away the (accurate) tactical-position +share of real games, biasing the pool toward "calm" positions in a way +that doesn't match what the engine's search tree actually looks like +mid-game. This mirrors the reasoning already written into +`sample_eval_calibration_positions.py`'s docstring, which explicitly does +NOT filter on SEE/hanging-material/qsearch-agreement for the same reason. +(Note: this is the opposite choice from `tune_eval_dna.py`'s *quiet*- +position pools, which exist for Texel eval tuning, a genuinely different +use case where the eval function has to approximate game outcome without +search resolving anything.) + +## Stats to compute and report (already implemented in the prototype script) + +- games scanned / kept / rejected (split by reason: Elo, too-short) +- positions written, duplicate-FEN count and rate (overall and per-stage) +- game-over boundaries skipped +- result distribution (`1-0` / `0-1` / `1/2-1/2`) of kept games -- reported, + not forced balanced by default (see "Open decisions" on whether to add + explicit result-balancing quotas) +- per-source-file game counts (to see the twic vs. lichess mix in the + final pool, since lichess alone vastly outnumbers twic in recent years + and a naive concat would otherwise skew heavily toward recent online + blitz) +- per-stage written count and dup rate (the 5 buckets above) +- material-bucket histogram (0 = bare kings .. 7 = full army; same + bucketing as `eval.c`'s `_MaterialBucket` and the calibration script's + own copy) -- a secondary phase-sanity check independent of the + ply-fraction stage labels, since a long grinding decisive endgame can + still have plenty of material on the board at its "late" sample point +- side-to-move balance (white/black to move) in the final pool + +Smoke-test run on 776 games already confirms the script produces sane +numbers on all of the above (376/344/43 result split, bucket histogram +skewed toward full-army as expected for `early`, 54%/46% white/black to +move). + +## Performance and timing + +Measured: **~197 games/sec single-threaded** (python-chess's PGN parser is +the bottleneck, not file I/O). + +| corpus choice | games | est. wall-clock (1 core) | +|---|---:|---:| +| raw `twic.pgn` + `lichess_elite_*.pgn` | 12,271,625 | ~17.3 hours | +| `twic_filtered.pgn` + `lichess_elite_*.pgn` | ~5,156,844 | ~7.3 hours | + +Recommend the second option (`twic_filtered.pgn`, not raw `twic.pgn`) -- +it's already pre-filtered and 6x smaller, and the raw `twic.pgn` pass +would just spend most of its time discarding sub-2000 games anyway. + +**Parallelization is easy and should be used.** Each source file (1 +`twic_filtered.pgn` + ~80 monthly `lichess_elite_*.pgn` files) is +independent input; duplicate rate is low (0.4% measured) and concentrated +in the `early` stage, so running each file as its own process (one +`seen_keys` set per process, no cross-process coordination during the +scan) and doing a **cheap post-hoc FEN-dedup merge pass** at the end loses +only a small amount of extra dedup accuracy in exchange for an +~N-core speedup. With even 8 cores this turns a 7.3-hour job into under +an hour; with more cores (or renting cloud CPU -- see the unrelated +earlier discussion on cloud compute cost in this project, same +economics apply: cheap, embarrassingly-parallel, CPU-only) it could run +in minutes. + +## Script + +Prototype already written and smoke-tested: +`../src/eval_tune/build_cross_sectional_all.py` + +Current interface: +``` +build_cross_sectional_all.py PGN_PATH [PGN_PATH ...] \ + --min-elo 2000 --min-ply 30 --out tests/cross_sectional_all.ep_ +``` + +Runs sequentially over the given files today. Before the real run, it +should gain: +- a `--jobs N` (or a thin wrapper shell script) to fan out per-file + processing across cores, plus a merge step that re-applies the + normalized-FEN dedup across all per-file outputs before writing the + final `.ep_` +- (optional) a `--balance-results` quota mechanism if the natural result + distribution turns out to be too skewed once measured on the real + corpus (the 776-game smoke test's 376/344/43 split is close to even + between decisive results already at this sample size; whether that + holds at the full-corpus scale is worth checking on the real numbers + before deciding this is needed) + +## Open decisions (to settle before the real run) + +1. **Rating floor: 2000, or match `twic_filtered.pgn`'s existing filter?** + `filter_pgn.py`'s own default is `--min-elo 2400`; if `twic_filtered.pgn` + was built with that default, using `--min-elo 2000` downstream doesn't + loosen twic's effective floor (it's already baked in at 2400) but does + matter for `lichess_elite` positions, which aren't otherwise filtered + at build time. Worth explicitly checking what args built + `twic_filtered.pgn` before treating 2000 and 2400 as interchangeable. +2. **Keep dedup, or drop it?** Dedup is cheap and clearly improves pool + quality (removes the same 8.5%-ish redundancy the current 200k file + already has), but it does mean the final position count depends on + corpus overlap, not just games-kept x 5 -- worth deciding whether an + exact target size (e.g. "2 million positions") matters enough to + oversample games and truncate, vs. just taking whatever the filtered + + deduped pool naturally yields. +3. **Result balancing**: leave natural, or enforce quotas?** Leaning + toward "measure first, decide after" -- forcing balance before knowing + whether the real corpus is actually skewed risks discarding good data + for no reason. +4. **Final target size**: not yet fixed. At 5,156,844 candidate games (the + `twic_filtered` + `lichess_elite` combination) x 5 positions/game minus + whatever dedup removes, the ceiling is in the ~20-25 million range -- + almost certainly far more than needed. Worth picking a concrete target + (e.g. 1-2 million) and either subsampling games up front (cheaper, fewer + games to parse) or subsampling the output pool after the fact + (slower, but preserves the natural stage/result/material distribution + measured on the full run). + +## Sequencing + +**Do not run until the current joint-table collection run +(`../joint_table_collection/`) finishes.** That run uses all 16 cores this +box supports (`--cpus 1` per shard, deliberately single-threaded, +deliberately using independent shards rather than threads for +parallelism) for what's currently budgeted as a multi-hour run. This job, +even parallelized, would contend directly with it for the same cores. +Revisit this plan and confirm the open decisions above once that run has +completed and its results have been baked into `data.c`. |
