Expand description
Parametrizable beam search for Quantik.
Descends level-by-level from a root state, keeping only the top
beam_width non-terminal candidates per depth (breadth pruning) while
always discovering and recording every true terminal state encountered,
regardless of the beam width. Port of the Python
quantik_core.beam_search module (schedules, multiplicity accounting,
ranked root moves, wall-clock budget) — without the shared
CompactGameTree: this engine is standalone, and nodes_inserted
counts the terminal leaves recorded plus the survivors kept per level,
the closest observable analogue of the Python tree-insertion counter.
Structs§
- Beam
Leaf - A single collected leaf: a principal variation and its value.
- Beam
Search Config - Configuration for the beam search algorithm.
- Beam
Search Engine - Level-by-level beam search over the Quantik game tree.
- Beam
Search Result - Result of a beam search run.
- Beam
Stats - Search statistics.
- Ranked
Root Move - Aggregated beam-sampled statistics for one first move from the root.
Constants§
- UNIQUE_
CANONICAL_ STATES_ PER_ DEPTH - Unique canonical states per depth (see
GAME_TREE_ANALYSIS.mdin the Python repository). Useful for building an exhaustive-prefixbeam_schedulethat keeps every legal line up to some depth before switching to guided sampling.
Type Aliases§
- Evaluator
- Evaluates a position from player 0’s perspective; values are clamped
to
[-1, 1]by the engine.