12:00 – Sy’s defense at noon!
GPT-2 Agents
- Fixed the regex in ChessMovesToDb
- More work on finding closest neighbors.
- Maybe keep a record of the number and type of pieces that are used?
- Looks like the basics are working. Here’s the test graph:

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- And here are the results. I made the code so that it only shows each neighbor once, but it may be useful to keep track of the number of times a neighbor shows up in a list. This might not be important in chess, but in less structured text environments (RPGs to Reddit threads), it may be valuable:
find_closest_neighbors(): nodes = ['a', 'b', 'c', 'd', 'e', 'f', 'g'] {'node': 'a', 'known_nearest': ['f', 'd']} {'node': 'b', 'known_nearest': ['f', 'd']} {'node': 'c', 'known_nearest': []} {'node': 'd', 'known_nearest': ['f', 'a', 'b', 'g']} {'node': 'e', 'known_nearest': []} {'node': 'f', 'known_nearest': ['a', 'g', 'd', 'b']} {'node': 'g', 'known_nearest': ['f', 'd']} - At this point it’s not recursive, but it could be. I’m worried about combinatorial explosion though
- And here are the results. I made the code so that it only shows each neighbor once, but it may be useful to keep track of the number of times a neighbor shows up in a list. This might not be important in chess, but in less structured text environments (RPGs to Reddit threads), it may be valuable:
GOES
- Submit GVSETS paper – done!
- Meeting with Vadim and Issac at 11:00
- Goal is to move all the RW code out of the sim class and into its own and call methods from the sim class



















All the writes are working. I’ll do the reads Monday. Everything looks pretty consistent, though.




















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