The label error curve: accuracy, cost and effect of deeper labels

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Coherent trains its evaluation network on positions from its own games. Each position gets a label: the evaluation of a search of the engine, in data generation with 5,000 nodes per move. A deeper search costs more computing time. The "label budget" measurement series measured how close the labels come to a deep reference search depending on the node count, what they cost, and whether a network learns more from deeper labels. A post from 2026-10-26 showed extracts; this post presents the whole series. It was written at the operator's request and makes no statement about playing strength: all measures are distances to a deep reference search of the same engine, or predictions of the game result.

In short

The measures

Stage A: how accurate is a label?

From twelve runs of our own data generation, 10,008 games were drawn, two positions per game. 20,015 positions could be evaluated. Each was evaluated again with five node counts, warm and cold, and compared with the reference. At 5,000 nodes the replayed rows matched the delivered ones bit for bit.

The label error falls with the node count; cold it is 1.27 to 1.99 times as large as warm The label error falls with the node count; cold it is 1.27 to 1.99 times as large as warm. warm, as in data generation: 625 6.19, 1,250 5.29, 5,000 3.58, 20,000 2.14, 80,000 1.13; cold, empty search cache: 625 7.88, 1,250 6.73, 5,000 5.02, 20,000 3.59, 80,000 2.25. 12345678warm, as in data generationcold, empty search cacheLabel error E(k) in thousandthsNodes per label k6251,2505,00020,00080,000warm, as in data generation, 625: 6.19warm, as in data generation, 1,250: 5.29warm, as in data generation, 5,000: 3.58warm, as in data generation, 20,000: 2.14warm, as in data generation, 80,000: 1.13cold, empty search cache, 625: 7.88cold, empty search cache, 1,250: 6.73cold, empty search cache, 5,000: 5.02cold, empty search cache, 20,000: 3.59cold, empty search cache, 80,000: 2.25

The label error falls with the node count; cold it is 1.27 to 1.99 times as large as warm. warm, as in data generation: 625 6.19, 1,250 5.29, 5,000 3.58, 20,000 2.14, 80,000 1.13; cold, empty search cache: 625 7.88, 1,250 6.73, 5,000 5.02, 20,000 3.59, 80,000 2.25.

The label error falls with the node count; cold it is 1.27 to 1.99 times as large as warm (data of the chess project).
Nodes kE warm, thousandths95 % bandE cold, thousandthscold/warmλ*(k)Search depth warm / cold, plies
6256.195.95 – 6.427.881.270.1445.7 / 5.3
1,2505.295.08 – 5.486.731.270.1276.8 / 6.2
5,0003.583.43 – 3.745.021.400.0869.7 / 8.3
20,0002.142.04 – 2.243.591.680.05612.7 / 11.1
80,0001.131.07 – 1.192.251.990.03116.5 / 14.5

How deep must the reference be?

The reference, too, is only a finite search. That is why 2,000 control positions from 1,000 games were evaluated against three reference depths.

Reference, nodesα95 % bandDecrease from 5,000 to 20,000 nodes95 % band
1,280,0000.4000.363 – 0.43943.0 %34.4 – 50.2 %
5,120,0000.3360.307 – 0.36438.1 %31.7 – 43.8 %
20,480,0000.2790.256 – 0.30233.5 %28.4 – 38.1 %

What deeper labels cost

200 games from 180 runs of data generation were replayed completely warm with 5,000, 20,000 and 40,000 nodes on a fully loaded machine. Calibrated against the throughput of data generation, this gave a factor of 1.243.

Nodes kCost per game, relative to 5,000 (95 % band)CPU seconds per game, calibratedExtrapolated thread hours for 300,000 games
5,00010.6049.7
20,0003.57 (3.56 – 3.60)2.13177.7
40,0006.91 (6.86 – 6.95)4.12343.4

The five most expensive of the 200 games accounted for 4.9 % of the cost.

The measurement set for networks

Preliminary stage: network error and data volume

Before the main experiment, networks of width 768 were trained with 5,000-node labels from 150,000, 300,000 and 1,200,000 games, each for 16 epochs with a result weight of 0.1.

More training games, lower network error: from 11.68 to 8.99 thousandths More training games, lower network error: from 11.68 to 8.99 thousandths. networks of width 768 with 5,000-node labels: 150,000 11.68, 300,000 10.64, 1,200,000 8.99. 8.599.51010.51111.5Network error M inthousandths, mean over seedsTraining games N150,000300,0001,200,000networks of width 768 with 5,000-node labels, 150,000: 11.68networks of width 768 with 5,000-node labels, 300,000: 10.64networks of width 768 with 5,000-node labels, 1,200,000: 8.99

More training games, lower network error: from 11.68 to 8.99 thousandths. networks of width 768 with 5,000-node labels: 150,000 11.68, 300,000 10.64, 1,200,000 8.99.

More training games, lower network error: from 11.68 to 8.99 thousandths (data of the chess project).
Games NTraining rows per epochSeedsM, thousandths, meanSpread of ln M between seedsLog-loss, mean
150,00010.9 million211.680.00320.4082
300,00021.7 million210.640.00500.4029
1,200,00086.9 million48.990.00640.3936

Stage 1: does a network learn more from deeper labels?

The first 300,000 training games were relabelled warm with 5,000, 20,000 and 40,000 nodes. Games, positions and results stayed the same. For each node count, 4 networks learned with 4 seeds, in all three arms with the same starting weights and the same batch order, for 16 epochs each. The deciding comparison was 40,000 against 5,000 nodes; 20,000 nodes was evaluated descriptively.

Interval chart. Log contrast of M against 5,000 nodes. 20,000 against 5,000 (descriptive): −0.49 %, upper limit +3.87 %; 40,000 against 5,000 (deciding): −0.31 %, upper limit +4.05 %. Vertical reference lines: zero; necessary minimum size of a gain, about −4.25 %; half the reference effect −8.4 %; reference effect of the planning −16.7 %.
Stage 1 contrasts and reference values (from a measurement)
Labels, nodesM, thousandthsLog contrast of M against 5,000Standard error under the ruleUpper 95 % limitStandard error, observedLog-lossDifference (lower limit)
5,00010.654––––0.4026–
20,00010.602−0.49 %1.87 %+3.87 %0.33 %0.4043+0.0017 (0.0015)
40,00010.622−0.31 %1.88 %+4.05 %0.32 %0.4049+0.0023 (0.0020)

What the measurement does not show

How this was checked