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Search under uncertainty

What should expectimax average over, and where does opponent choice enter?

diceresponsediceresponsechooseaverage

01Propose actions

02Branch on uncertainty

03Compare continuations

Search compares actions across dice outcomes and opponent responses.

The decision at the table

Dice introduce chance. Other players introduce strategic responses. Averaging possible dice rolls does not tell you whether a rival accepts your trade, blocks your road, or targets you with the robber.

The mechanism to test

Separate legal candidate generation, chance outcomes, hidden-state beliefs, opponent response policy, and leaf evaluation. Compare expectimax with belief rollouts and information-set tree search at the same decision budget. Preserve one action choice across states the player cannot distinguish; otherwise search can plan with information it will never receive.

What has been built

expectimax-v2 in the server's expectimax crate plans the current turn as a small tree: every first action, then the best few continuations by static value, with purchases, thefts and the player's own roll branching exactly over their outcomes. A first action is credited with the best line it enables. The afterstates of that line are followed through the other seats' turns, played by a fixed builder under common random dice scenarios so every candidate is judged on the same dice, and then through the player's next turn as a greedy line. Iterative deepening adds one planned turn at a time under a wall-clock budget and a depth cap, and the deepest completed depth is played. The leaf prices points, cards, production and build targets in one card-value currency, with tunable weights and five inclination sliders. The development report records the first cohorts, which ran with a turn-planning defect, the corrected search report records the paired cohorts after the fix, and the protocol confirmation records the corrected candidate winning 47 of 80 authoritative games.

Proposed experiment

First compare the fixed expectimax reference with a response-aware evaluator at equal time and candidate budgets. Then compare search families with shared beliefs and leaf values. Hypothesis: modelling responses matters more than simply adding depth in trade-rich positions.

Plot win-rate intervals against decision latency and compute cost, with budget exhaustion and fallback rates visible. Retain candidate IDs, values, observation version, and the unchanged reference. The current web reference uses additive heuristic points, not calibrated win probabilities.

First ablation

Removing the lookahead (depth 1) changed the contrast by -0.324 wins per game (95% interval -0.413 to -0.235), and two dice scenarios instead of eight by -0.410 wins per game (95% interval -0.489 to -0.331): the two decisive results of the ablation program. Details and every run ID are in the ablation report; this is a development-tier result on one lineup.

Third round

The same settings were re-measured under the learned n-tuple leaf as seating-corrected swapped pairs against the tables baseline, 54 cohorts on development, fresh, and population boards (report). The stronger leaf makes the search's information inputs worth more, not less: scenarios 4 costs −0.392 wins per game, samples 1 costs −0.109, counts-only beliefs −0.143, and turning proposals off −0.172, each with an interval excluding zero; the reciprocity scaling is refuted at −0.073. Eight sampled worlds gain a confirmed +0.045 against builders for 1.8 times the decision cost and nothing against a table of searches; sixteen scenarios and the leaf-guided opponent model buy nothing measurable for 2.7 and 1.8 times the cost. inner_scenarios cannot bind at depth 2 at all. No switch earns a place in the browser build; the defaults stand.

What could disprove it

A stronger leaf model, larger candidate set, or larger time budget can masquerade as a search improvement. Hidden-state samples can also cause strategy fusion: choosing different actions using information unavailable to the actual player.

Agent notes

Use the shared experiment design to freeze candidate versions, full lineups, budgets, sample size, primary contrast, and stopping rules before collecting evidence. This is a draft study brief, not a preregistration. No run IDs exist for this proposal.

The deployable policy reads only its own observation and recipient-visible events. The diagram is a conceptual schematic. Build new measured exhibits from retained artifacts using the visual publishing guide.

The information-set distinction and strategy-fusion failure are discussed in Cowling et al..

All approaches · Player’s guide · Experiment program

Tracked investigations

UpdatedInvestigationStatusFinding and next step
2026-09-09A tunable turn-level expectimaxActiveThe corrected depth-3 candidate (expectimax-v2-plan) won 47 of 80 authoritative games against 11 for the compared ETA slot (p = 1.0e-6), meeting its rule; engine arena: depth 2 wins 50.4% and depth 3 57.4% of paired slot-games against ETA, and 46.9% against the frozen reference. Next: Tune the leaf weights and inclinations on unregistered sweeps against the new baseline, measure WASM cost per depth in the browser, and test a response-aware opponent model. Expectimax v2 protocol · Expectimax v2 corrected · Expectimax v2 plan protocol · Log 2026-09-09
2026-09-09Static turn planning versus one round of lookaheadActiveRound one, 256 deterministic games: contrast -0.324 wins per game (95% interval -0.413 to -0.235). See the ablation report. Next: Read the confirmation cohort on fresh seeds where registered; otherwise retest under the confirmed depth-3 candidate before changing defaults. Log 2026-09-09
2026-09-09Two common random scenarios versus eightActiveRound one, 256 deterministic games: contrast -0.410 wins per game (95% interval -0.489 to -0.331). See the ablation report. Next: Read the confirmation cohort on fresh seeds where registered; otherwise retest under the confirmed depth-3 candidate before changing defaults. Log 2026-09-09
2026-09-09Transposition tables in the turn-level searchCompleteVerified Zobrist-style key and tables shared across depth passes or a turn: 128 registered games identical move for move with 11.7% less decision time at equal nodes; at equal time 15% faster at the same completed depth with no strength change (-0.031, interval crosses zero); protocol cohort inconclusive (27 to 36, -0.113, -0.265 to +0.040), baseline unchanged. Next: Share opponents-round arrivals across afterstates that differ only in the player's own hand, and revisit the time rule so saved time can reach a further pass. Log 2026-09-09
2026-09-12Search settings under the learned tables leafCompleteNine switches, 54 swapped-pair cohorts, every game complete. Four confirmed harms: scenarios 4 at −0.392 wins per game, samples 1 at −0.109, counts-only beliefs at −0.143, no proposals at −0.172 (pooled L1, 128 seeds, intervals excluding zero); reciprocity is refuted at −0.073 (−0.115 to −0.031) and −0.082 at the population table. Eight sampled worlds gain a confirmed +0.045 against builders (192 seeds) for 1.8 times the decision cost and nothing against a table of searches; leaf-guided opponents read +0.031 and +0.033 at the two lineups with no interval excluding zero at 1.8 times the cost; scenarios 16 buys nothing for 2.7 times the cost. inner_scenarios cannot bind at depth 2: its halves replayed identical games. No switch is worth the browser by the registered rule. Next: Measure inner_scenarios and the cost-saving settings (samples 1, scenarios 4) at depth 3 in the browser budget where they bind, and revisit eight sampled worlds if the tables leaf ever runs where decision time is not scarce. Log 2026-09-11