Jones, A. L. (2021). Scaling scaling laws with board games. ARXIV-2104.03113
Key takeaways
Read in full (NOTE-884). Training AlphaZero on Hex at board sizes 3×3 to 9×9, the best Elo reachable for a given training compute follows one change-point curve across sizes: an incline of about 500 Elo per tenfold of training compute, with the compute for perfect play rising about 7× and the compute to leave random play about 4× per added board row, and fits on small boards predicting larger ones. On 9×9 only, train-time and test-time (tree-search) compute substitute at a fixed rate: at equal Elo, each 10× of train-time compute removes about 15× of test-time compute (fit: log test = −1.2·log train + 0.004·Elo + 29), down to a one-node search, over roughly 1e14–1e16 FLOPS-seconds of training. The trade is an iso-performance curve for a single search; the paper never counts how many games or moves the trained agent will play, so it does not price amortization, and it does not state the unit of test-time compute. One game, small boards, Elo anchored to a perfect player, and no uncertainty on the fitted trade-off coefficients.
Why this is here
The owner, 2026-10-15: “there might also be something useful in the scaling law literature, regarding valuation of pre-training investment (amortized compute) vs inference time search/compute.” Read for QUESTION-095: compute spent once in training is amortized over every later query, against compute spent at inference per query. Machine learning, filed here for that question with the anthology flag (ADR-005, ADR-013); the anthology may hold its own reading.
The cleanest measured exchange rate between amortized (training) and per-query (search) compute.
The reading (NOTE-884) narrows the line above. The paper measures the exchange rate within one system (about 15× less search per 10× more training, at fixed Elo, 9×9 Hex) but prices neither the number of games played nor a per-query unit; the expected-reuse term must be added from outside.